/usr/src/castle-game-engine-5.2.0/window/castlewindow.pas is in castle-game-engine-src 5.2.0-2.
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 2001-2014 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.
----------------------------------------------------------------------------
}
{ Window with OpenGL context suitable for 2D and 3D rendering
of "Castle Game Engine". Provides a window with OpenGL context
that can contain 2D controls and 3D objects defined by our engine.
TCastleWindowCustom is the base window class, and TCastleWindow
is a comfortable class that adds a ready scene manager.
@link(Application) object (instance of class @link(TCastleApplication))
is a central manager of all open @link(TCastleWindowCustom) windows.
Using this unit:
@orderedList(
@item(Declare and create @link(TCastleWindowCustom) instance. (Or a descendant
like @link(TCastleWindow).))
@item(Assign Window properties and callbacks like
@link(TCastleWindowCustom.OnRender OnRender),
@link(TCastleWindowCustom.OnResize OnResize),
@link(TCastleWindowCustom.Width Width),
@link(TCastleWindowCustom.Height Height),
@link(TCastleWindowCustom.Caption Caption).)
@item(To initialize your game, you usually want to use
@link(TCastleApplication.OnInitialize Application.OnInitialize).
If you only care about
standalone programs (for normal OSes like Linux, Windows, MacOSX,
but not Android) you may also just initialize your game in the main
program block, although using
@link(TCastleApplication.OnInitialize Application.OnInitialize)
is still often comfortable.)
@item(Call @link(TCastleWindowCustom.Open Window.Open),
this will actually show the window and it's
associated OpenGL context.
The first window open calls
@link(TCastleApplication.OnInitialize Application.OnInitialize).
It also calls
@link(TCastleWindowCustom.OnOpen OnOpen) and
@link(TCastleWindowCustom.OnResize OnResize) callbacks.)
@item(Call @link(TCastleApplication.Run Application.Run).
This will enter message loop that will call
appropriate windows' callbacks at appropriate times
(OnRender, OnPress, OnRelease, OnResize, OnUpdate and many more).
There are also some Application callbacks, like
@link(TCastleApplication.OnUpdate Application.OnUpdate).
For more advanced needs you can use something like
@longCode(# while Application.ProcessMessage do <something>;#)
instead of Application.Run.
You can also call @link(TCastleWindowCustom.OpenAndRun Window.OpenAndRun),
this is just a shortcut for Window.Open + Application.Run.)
@item(Application.Run ends when you call @link(TCastleApplication.Quit Application.Quit)
or when you close last visible window using @link(TCastleWindowCustom.Close Close(true)).
User is also allowed to close a window using WindowManager facilities
(clicking on "X" button in the frame corner, pressing Alt+F4 or something
like that). By default, such user action will make window close
(but you can freely customize what your program does when user
tries to close the window using callback
@link(TCastleWindowCustom.OnCloseQuery OnCloseQuery)).)
)
So the simplest example of using this unit can look like this:
@longcode(#
uses CastleWindow;
var
Window: TCastleWindowCustom;
procedure Render(Sender: TUIContainer);
begin ... end;
procedure Resize(Sender: TUIContainer);
begin ... end;
begin
Window := TCastleWindowCustom.Create(Application);
Window.OnResize := @Resize;
Window.OnRender := @Render;
Window.Caption := 'Simplest CastleWindow example';
Window.OpenAndRun;
end.
#)
@italic(More component-like approach):
For larger programs, it makes more sense to divide functionality into
controls, which are classes descending from TUIControl.
You can override TUIControl methods to render, capture input and so on
(see e.g. @link(TUIControl.Render), @link(TInputListener.Press), @link(TInputListener.Update).)
You can then add your control to the TCastleWindowCustom.Controls list.
Some features list:
@unorderedList(
@item(TCastleApplication.ProcessMessage method.
This allows you to reimplement
event loop handling, which is crucial for implementing things
like @link(MessageInputQuery) function that does modal GUI dialog box.)
@item(TCastleWindowCustom.Pressed to easily and reliably check which keys
are pressed.)
@item(Frames per second measuring, see @link(TCastleWindowCustom.Fps),)
@item(A menu bar under WinAPI and GTK backends.
You can attach a menu to a window. Menu structure is constructed using
various descendants of TMenuEntry class.
Then you have to assign such menu structure
to TCastleWindowCustom.MainMenu property. When CastleWindow is implemented on top
of GTK_2 or WINAPI or LCL we will show this menu and call
TCastleWindowCustom.OnMenuClick when user clicks some menu item.
Other backends (XLIB for now) ignore MainMenu.
See @code(castle_game_engine/examples/window/window_menu.lpr)
for an example how to use the menu.)
@item(Changing screen resolution and bit depth,
see TCastleApplication.VideoChange.)
@item(You can request OpenGL context properties:
@unorderedList(
@item color buffer
@item with alpha channel (@link(TCastleWindowCustom.AlphaBits AlphaBits)),
@item stencil buffer (@link(TCastleWindowCustom.StencilBits StencilBits)),
@item double buffer (@link(TCastleWindowCustom.DoubleBuffer DoubleBuffer)),
@item(multisampling (full-screen antialiasing) buffers (by
@link(TCastleWindowCustom.MultiSampling MultiSampling) or higher-level
@link(TCastleWindowCustom.AntiAliasing AntiAliasing)))
)
)
@item(You can use native modal dialogs for things such as file selection.
GTK backend will use GTK dialogs, WinAPI backend
will use Windows dialog boxes, XLib backend will fall back
on CastleMessages text input.
See TCastleWindowCustom.FileDialog (for opening and saving files) and
TCastleWindowCustom.ColorDialog (for choosing RGB colors).)
@item(TCastleWindowCustom.ParseParameters method allows you to easily initialize TCastleWindowCustom
properties like initial size and position using command-line
parameters like @code(@--geometry WIDTHxHEIGHT), @code(@--display) etc.)
)
}
unit CastleWindow;
{$I castleconf.inc}
{ Choose CastleWindow backend ------------------------------------------ }
{ You can define one of the symbols CASTLE_WINDOW_xxx mentioned below to include
a specific CastleWindow backend. If you don't, there is a code lower that
chooses the best backend for given OS.
Available backends:
CASTLE_WINDOW_GTK_2
Based on GTK 2.x, using GtkGLExt extension. Made 2005-02.
MainMenu is implemented as a nice-looking GTK menu bar.
Dialog windows implemented using GTK dialog windows.
Generally, has a nice native look of GTK application.
Should work under any OS where GTK works.
Currently tested under Linux, FreeBSD, Mac OS X and Windows.
FullScreen is cleanly implemented in GTK_2, never using override_redirect,
so Alt+Tab always works (even when your window is fullscreen),
and things like gnome-panel will never cover your fullscreen window.
Also changing FullScreen is nice, GTK will instruct the window manager
to fullscreen/unfullscreen the window, which means it will happen
without recreating the OpenGL context.
Known problems:
- Tab key cannot work as menu item shortcut (it's always only
for switching focus). This is an issue with GTK 1/2,
that simply can't be fixed in CastleWindow.
- TryVideoChange is not finished, i.e. always returns false.
See TODOs near CASTLE_WINDOW_USE_XF86VMODE definition.
- Under Windows, window will be always resizeable by user, even if
you set ResizeAllowed <> raAllowed.
This is masked in our unit (so your OnResize callback will not get
to know such thing), so it's harmless for correctness of your programs,
but user can do it.
Historically, we also had CASTLE_WINDOW_GTK_1, based on GTK 1.x (>= 1.2)
using GtkGLArea widget. Was made around beginning of march 2004.
Removed 2011-12 (commit r10674), ancient and obsoleted by GTK 2.
CASTLE_WINDOW_WINAPI
Based on Windows API. Of course only for Windows.
MainMenu is implemented as WinAPI menu bar. So it looks nice.
Dialog windows are implemented as common Windows dialog boxes.
Has a nice native look on Windows.
CASTLE_WINDOW_XLIB
Based on XLib units. No X toolkit is used.
Only for OSes where X is used, which in practice means Unix.
For desktop OpenGL (when OpenGLES is not defined) this is implemented
on top of glX.
For OpenGL ES (when OpenGLES is defined) this is implemented
on top of EGL, Embedded-System Graphics Library.
This is the only backend capable of initializing OpenGL ES contexts
for now.
MainMenu is not implemented (it's ignored).
That's not easy to implement when you don't want to use any X toolkit.
And it's not a good idea to implement it yourself (without any standard
GUI toolkit) --- this makes many Xlib programs ugly, because every single one
uses his own GUI. In other words:
if you want to have MainMenu then just use CASTLE_WINDOW_GTK_2.
Dialog boxes are implemented using CastleMessages.MessageXxx.
So they are not very comfortable to user, but they work.
On Unix platforms, whether you should use CASTLE_WINDOW_GTK_2 or
this CASTLE_WINDOW_XLIB depends on your program.
- For utility programs, usually CASTLE_WINDOW_GTK_2.
You want the menu bar and native (GTK-themed) look of dialog boxes.
- For fullscreen games, usually CASTLE_WINDOW_XLIB.
You usually do not use the menu bar in fullscreen games,
and do not want popup dialog boxes. Instead you draw everything
inside your OpenGL context, which makes your game look the same
regardless of the platform and GUI can be styled to your game theme.
For example, menu may be done by TCastleOnScreenMenu, and dialog boxes
by CastleMessages.
As a bonus, XLIB allows you to change screen resolution when
starting the game, which may be useful. And has one dependency less
(GTK is commonly installed, but gtkglext is not, and CASTLE_WINDOW_GTK_2
requires gtkglext).
CASTLE_WINDOW_LCL
Use Lazarus TForm (with menu, dialogs and so on) and TOpenGLControl.
This wraps Lazarus form and TOpenGLControl inside a TCastleWindowCustom
instance.
It's cross-platform, it has a native look --- all thanks to Lazarus LCL.
It misses some things that Lazarus misses ---- like screen resizing,
and event loop may have problems in case of mouse look.
To use this:
- You have to add castle_components package
to the requirements of the castle_window Lazarus package.
It will also automatically add LazOpenGLContext package as dependency
of castle_window, which is good.
We need castle_components package for LCL helpers
(like converting mouse/keys between LCL and CastleKeysMouse),
and we need LazOpenGLContext package for TOpenGLControl.
Note that we do *not* use TCastleControl component in this case.
This is a necessary manual step, as Lazarus packages do not have (yet)
any mechanism to express a package dependency that is OS-specific.
- And usually you should compile programs only using Lazarus
(IDE or lazbuild), to automatically have correct LCL paths used.
CASTLE_WINDOW_ANDROID
Initialize OpenGL context using EGL on Android.
CASTLE_WINDOW_LIBRARY
Use existing OpenGL context.
This is useful when the engine is used as a library (see src/library/),
and an external code already initialized OpenGL context.
Note that the external code must take care to initialize
context following our TCastleWindow properties like
TCastleWindow.DepthBits, TCastleWindow.StencilBits and such.
It also must take care of calling TCastleWindowCustom.LibraryXxx
methods to notify us about events like key/mouse press.
CASTLE_WINDOW_TEMPLATE
This is a special dummy backend, useful only as an example
for programmers that want to implement another CastleWindow backend
(e.g. based on Mac OS X Carbon).
It compiles, but actually nothing works.
See file CASTLE_WINDOW_backend_template.inc.
}
{ Define CASTLE_WINDOW_BEST_NOGUI to choose the best backend for programs
that do not use native gui (like native dialog boxes in TCastleWindow.MessageOK
or native menu bar in TCastleWindow.Menu). On Unix, this will choose Xlib,
that allows you to resize the screen and has less dependencies than GtkGlExt
backend. }
{$ifdef CASTLE_WINDOW_BEST_NOGUI}
{$ifdef UNIX}
{$ifdef ANDROID}
{$define CASTLE_WINDOW_ANDROID}
{$else}
{$define CASTLE_WINDOW_XLIB}
{$endif}
{$else}
{$ifdef MSWINDOWS}
{$define CASTLE_WINDOW_WINAPI}
{$else}
{$fatal CASTLE_WINDOW_BEST_NOGUI is unknown for this operating system.}
{$endif}
{$endif}
{$endif}
{ If CastleWindow backend is not choosen at this point, choose
default (best, most functional and stable) for a given OS.
This way you can override configuration below by compiling CastleWindow
with some CASTLE_WINDOW_xxx symbol already defined. }
{$ifndef CASTLE_WINDOW_WINAPI}
{$ifndef CASTLE_WINDOW_XLIB}
{$ifndef CASTLE_WINDOW_GTK_2}
{$ifndef CASTLE_WINDOW_TEMPLATE}
{$ifndef CASTLE_WINDOW_LCL}
{$ifndef CASTLE_WINDOW_ANDROID}
{$ifndef CASTLE_WINDOW_LIBRARY}
{$ifdef MSWINDOWS}
{$define CASTLE_WINDOW_WINAPI} // best (looks native and most functional) on Windows
{ $define CASTLE_WINDOW_GTK_2}
{ $define CASTLE_WINDOW_LCL}
{ $define CASTLE_WINDOW_LIBRARY}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$endif}
{$ifdef UNIX}
{$ifdef ANDROID}
{$define CASTLE_WINDOW_ANDROID}
{$else}
{$ifdef DARWIN}
{$define CASTLE_WINDOW_XLIB} // easiest to compile
{ $define CASTLE_WINDOW_LCL} // best (looks native and most functional) on Mac OS X, but requires LCL
{ $define CASTLE_WINDOW_GTK_2}
{ $define CASTLE_WINDOW_LIBRARY}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$else}
{$ifndef OpenGLES}
{$define CASTLE_WINDOW_GTK_2} // best (looks native and most functional) on Unix (except Mac OS X)
{$else}
{$define CASTLE_WINDOW_XLIB}
{$endif}
{ $define CASTLE_WINDOW_XLIB}
{ $define CASTLE_WINDOW_LCL}
{ $define CASTLE_WINDOW_LIBRARY}
{ $define CASTLE_WINDOW_TEMPLATE} // only useful for developers
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{$endif}
{ To make new GL Window backend -------------------------------------
- Define a symbol like CASTLE_WINDOW_FOO for a new backend,
document it in the "available backends list" above.
- Create a file castlewindow_foo.inc with contents from
castlewindow_backend_template.inc
and conditionally include it from castlewindow_backend.inc.
- Adjust defining
CASTLE_WINDOW_HAS_VIDEO_CHANGE and CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN
for your backend.
- Implement all methods in castlewindow_foo.inc. You wil find the specification
what each method should do in the specification of the interface of this
module.
- Call all TCastleWindowCustom.DoXxx functions at appropriate places from your
backend.
You can call all DoUpdate and DoTimer for all Application.OpenWindows
using Application.FOpenWindows.DoUpdate/Timer (this will give usually
inefficient but working backend)
- Call TCastleApplication.DoSelfUpdate and DoSelfTimer when appropriate.
Remember that you can always assume that the ONLY existing instance of
TCastleApplication is Application.
Some important things that can be easily forgotten:
- Remember that probably you will have to call ReleaseAllKeysAndMouse
when user switches to another window or activates MainMenu.
}
{ Configure some debugging options of CastleWindow ------------------------------- }
{ Define CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW to check OpenGL errors
after TCastleWindowCustom.EventRender (TCastleWindowCustom.OnRender callback) calls.
This is done by DoRender, that is: when a backend initiates the drawing.
The check is done by CastleGLUtils.CheckGLErrors, checks glGetError
and eventually raises an exception. }
{$ifdef DEBUG}
{$define CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW}
{$endif}
{ Configure internal things -------------------------------------------------- }
{$ifdef CASTLE_WINDOW_GTK_2} {$define CASTLE_WINDOW_GTK_ANY} {$endif}
{ Sometimes GTK backend needs to call some X-specific things:
1. Implementing TCastleWindowCustom.SetMousePosition.
Older GDK/GTK versions didn't have any function for this (see here
[http://mail.gnome.org/archives/gtk-list/2001-January/msg00035.html]),
although newer GDK has gdk_display_warp_pointer.
So we had to bypass GTK and use Xlib's XWarpPointer.
2. Screen resizing. We have to use for this XF86VidMode extension,
just like for CASTLE_WINDOW_XLIB backend. }
{$ifdef CASTLE_WINDOW_GTK_2}
{$ifdef UNIX}
{$define CASTLE_WINDOW_GTK_WITH_XLIB}
{$endif}
{$endif}
{ Does backend implement TryVideoChange and VideoReset methods?
(if this will not be defined, we will use TryVideoChange that always
returns false and VideoReset that is NOOP). }
{$undef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$ifdef CASTLE_WINDOW_WINAPI}
{$define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$endif}
{$ifdef CASTLE_WINDOW_XLIB}
{$define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{$define CASTLE_WINDOW_USE_XF86VMODE}
{$endif}
{$ifdef CASTLE_WINDOW_GTK_ANY}
{$ifdef UNIX}
{ Hmm. This compiles and basically works, but the new screen is still
virtual. For now this is disabled. TODO. }
{ $define CASTLE_WINDOW_HAS_VIDEO_CHANGE}
{ $define CASTLE_WINDOW_USE_XF86VMODE}
{$endif}
{$endif}
{ See castlewindow_private_modifiers_down.inc for description in what
situations you want to define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN. }
{$ifdef CASTLE_WINDOW_GTK_ANY} {$define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN} {$endif}
{$ifdef CASTLE_WINDOW_XLIB} {$define CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN} {$endif}
{ TODO:
General:
- TCastleWindowCustom.Width, Height, Left, Top: allow to change them
after the window is opened.
- Use EnumDisplaySettings instead of such variables as
VideoColorBits / VideoScreenWidth / VideoFrequency,
do some proc DisplayExists and EnumDisplays.
- Allow passing VideoColorBits, VideoFrequency for --fullscreen-custom
param.
See also backend-specific TODOs in castlewindow_xxx.inc files.
}
{$I castleconf.inc}
interface
uses {$define read_interface_uses}
{$I castlewindow_backend.inc}
{$undef read_interface_uses}
SysUtils, Classes, CastleVectors, CastleGL, CastleRectangles, CastleColors,
CastleUtils, CastleClassUtils, CastleGLUtils, CastleImages, CastleGLImages,
CastleKeysMouse, CastleStringUtils, CastleFilesUtils, CastleTimeUtils,
CastleFileFilters, CastleUIControls, CastleGLContainer,
CastleCameras, FGL, pk3DConnexion,
{ VRML/X3D stuff }
X3DNodes, CastleScene, CastleSceneManager, CastleLevels;
{$define read_interface}
const
{ }
WindowPositionCenter = -1000000;
WindowDefaultSize = -1000000;
type
TWindowParseOption = (poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber);
TWindowParseOptions = set of TWindowParseOption;
PWindowParseOptions = ^TWindowParseOptions;
const
{ All "normal" command-line options,
that most programs using CastleWindow should be able to handle
without any problems.
In other words, most programs calling @link(TCastleWindowCustom.ParseParameters)
method can safely pass as the 1st parameter this constant,
StandardParseOptions.
Or they can simply call overloaded version of TCastleWindowCustom.ParseParameters
that doesn't take any parameters, it is always equivalent to
calling TCastleWindowCustom.ParseParameters(StandardParseOptions). }
StandardParseOptions = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber];
DefaultDepthBits = 16;
DefaultFpsCaptionUpdateInterval = 5000;
DefaultLimitFPS = 100.0;
type
{ Development notes:
When extending TAntiAliasing, remember to also
update ScreenEffectLibrary implementation to be able to handle them
(and screen_effect_library.glsl to handle them in GLSL). }
{ Anti-aliasing values for TCastleWindowCustom.AntiAliasing. }
TAntiAliasing = (aaNone,
aa2SamplesFaster, //< 2 samples, "don't care" hint.
aa2SamplesNicer, //< 2 samples, "nicest" hint (quincunx (5 taps) for NVidia).
aa4SamplesFaster, //< 4 samples, "don't care" hint.
aa4SamplesNicer, //< 4 samples, "nicest" hint (9 taps for NVidia).
aa8SamplesFaster, //< 8 samples, "don't care" hint.
aa8SamplesNicer, //< 8 samples, "nicest" hint.
aa16SamplesFaster, //< 16 samples, "don't care" hint.
aa16SamplesNicer //< 16 samples, "nicest" hint.
);
const
DefaultAntiAliasing = aaNone;
AntiAliasingNames: array [TAntiAliasing] of string =
( 'None',
'2 samples (faster)',
'2 samples (nicer)',
'4 samples (faster)',
'4 samples (nicer)',
'8 samples (faster) (only latest GPUs)',
'8 samples (nicer) (only latest GPUs)',
'16 samples (faster) (only latest GPUs)',
'16 samples (nicer) (only latest GPUs)'
);
type
TCastleWindowCustom = class;
{ Expose TUIContainer type from CastleWindow unit, since almost all code using
CastleWindow will need to use TUIContainer type for callback parameter type. }
TUIContainer = CastleUIControls.TUIContainer;
{$I castlewindowmenu.inc}
{ Type of message box, for TCastleWindowCustom.MessageOK and TCastleWindowCustom.MessageYesNo. }
TWindowMessageType = (mtInfo, mtWarning, mtQuestion, mtError, mtOther);
TUpdateFunc = procedure;
TMenuClickFunc = procedure (Container: TUIContainer; Item: TMenuItem);
TDropFilesFunc = procedure (Container: TUIContainer; const FileNames: array of string);
TGLContextRetryOpenFunc = function (Window: TCastleWindowCustom): boolean;
TResizeAllowed = (raNotAllowed, raOnlyAtOpen, raAllowed);
EGLContextNotPossible = class(Exception);
{$define read_interface_types}
{$I castlewindow_backend.inc}
{$undef read_interface_types}
{ Window with an OpenGL context.
See CastleWindow unit description for more info and examples of use. }
TCastleWindowCustom = class(TComponent)
{ Include CastleWindow-backend-specific parts of TCastleWindowCustom class.
Remember to explicitly specify the scope
(usually "private") of things that you add to TCastleWindowCustom class in backends,
this is safest. Some backends may expose some protected or even public
things that are specific for them. }
{$define read_window_interface}
{$I castlewindow_backend.inc}
{$undef read_window_interface}
private
type
TCaptionPart = (cpPublic, cpFps);
{ Non-abstact implementation of TUIContainer that cooperates with
TCastleWindowCustom. }
TContainer = class(TGLContainer)
private
Parent: TCastleWindowCustom;
public
constructor Create(AParent: TCastleWindowCustom); reintroduce;
procedure Invalidate; override;
function GLInitialized: boolean; override;
function Width: Integer; override;
function Height: Integer; override;
function Rect: TRectangle; override;
function GetMousePosition: TVector2Single; override;
procedure SetMousePosition(const Value: TVector2Single); override;
function Dpi: Integer; override;
function MousePressed: TMouseButtons; override;
function Focused: boolean; override;
function Pressed: TKeysPressed; override;
function Fps: TFramesPerSecond; override;
procedure SetCursor(const Value: TMouseCursor); override;
function GetTouches(const Index: Integer): TTouch; override;
function TouchesCount: Integer; override;
end;
var
FWidth, FHeight, FLeft, FTop: Integer;
FOnCloseQuery: TContainerEvent;
FOnTimer: TContainerEvent;
FOnDropFiles: TDropFilesFunc;
FFullScreen, FDoubleBuffer: boolean;
FResizeAllowed: TResizeAllowed;
FMousePressed: TMouseButtons;
FFocused: boolean;
FMousePosition: TVector2Single;
FRedBits, FGreenBits, FBlueBits: Cardinal;
FAutoRedisplay: boolean;
FCaption: array [TCaptionPart] of string;
BeforeFullScreenGeometryKnown: boolean;
BeforeFullScreenLeft, BeforeFullScreenTop, BeforeFullScreenWidth, BeforeFullScreenHeight: Integer;
{ Track if some Invalidate was called (and not realized yet by
DoRender call). Invalidate only sets this, leaving actually
calling of DoRender for later. Call DoRender only of Invalidated = @true.
Note: Xlib program should always wait for the first Expose event before
redrawing anything. Similar for WinAPI. }
Invalidated: boolean;
{ FClosed = are we outside of Open..Close }
FClosed: boolean;
{ EventOpenCalled = has OnOpen been called from Open? }
EventOpenCalled: boolean;
CloseErrors: string; { Used by CloseBackend. }
MenuUpdateInside: Cardinal;
MenuUpdateNeedsInitialize: boolean;
MenuInitialized: boolean;
FFps: TFramesPerSecond;
FDepthBits: Cardinal;
FStencilBits: Cardinal;
FAccumBits: TVector4Cardinal;
FAlphaBits: Cardinal;
FMultiSampling: Cardinal;
FAntiAliasing: TAntiAliasing;
FGtkIconName: string;
FVisible: boolean;
FPressed: TKeysPressed;
FMinWidth: Integer;
FMinHeight: Integer;
FMaxWidth: Integer;
FMaxHeight: Integer;
FDpi: Integer;
FContainer: TContainer;
FCursor: TMouseCursor;
FCustomCursor: TRGBAlphaImage;
FTouches: TTouchList;
function GetColorBits: Cardinal;
procedure SetColorBits(const Value: Cardinal);
procedure SetAntiAliasing(const Value: TAntiAliasing);
procedure SetAutoRedisplay(value: boolean);
function GetPublicCaption: string;
procedure SetPublicCaption(const Value: string);
procedure SetCaption(const Part: TCaptionPart; const Value: string);
function GetWholeCaption: string;
procedure SetFullScreen(const Value: boolean);
function GetRenderStyle: TRenderStyle;
procedure SetRenderStyle(const Value: TRenderStyle);
procedure SetCursor(const Value: TMouseCursor);
procedure SetCustomCursor(const Value: TRGBAlphaImage);
function GetOnOpen: TContainerEvent;
procedure SetOnOpen(const Value: TContainerEvent);
function GetOnOpenObject: TContainerObjectEvent;
procedure SetOnOpenObject(const Value: TContainerObjectEvent);
function GetOnBeforeRender: TContainerEvent;
procedure SetOnBeforeRender(const Value: TContainerEvent);
function GetOnRender: TContainerEvent;
procedure SetOnRender(const Value: TContainerEvent);
function GetOnResize: TContainerEvent;
procedure SetOnResize(const Value: TContainerEvent);
function GetOnClose: TContainerEvent;
procedure SetOnClose(const Value: TContainerEvent);
function GetOnCloseObject: TContainerObjectEvent;
procedure SetOnCloseObject(const Value: TContainerObjectEvent);
function GetOnUpdate: TContainerEvent;
procedure SetOnUpdate(const Value: TContainerEvent);
function GetOnPress: TInputPressReleaseEvent;
procedure SetOnPress(const Value: TInputPressReleaseEvent);
function GetOnRelease: TInputPressReleaseEvent;
procedure SetOnRelease(const Value: TInputPressReleaseEvent);
function GetOnMotion: TInputMotionEvent;
procedure SetOnMotion(const Value: TInputMotionEvent);
function GetTouches(const Index: Integer): TTouch;
{ Set FullScreen value in a dumb (but always reliable) way:
when it changes, just close, negate FFullScreen and reopen the window.
This will work, as long as OpenBackend honors the FullScreen setting. }
procedure SimpleSetFullScreen(const Value: boolean);
procedure SetMousePosition(const Value: TVector2Single);
{ Used in particular backend, open OpenGL context and do
Application.OpenWindowsAdd(Self) there.
Here's a list of properties that should be made "visible" to the user
in OpenBackend:
Width, Height, Left, Top
Cursor, CustomCursor, FullScreen (remember that changes to this after OpenBackend
should also be allowed)
ResizeAllowed (DoResize already implements appropriate
checks, but implementation should provide user with visual clues that
the window may / may not be resized)
MainMenu (display MainMenu and provide way to call DoMenuClick)
OpenGL context must be initialized honouring these properties:
DoubleBuffer, StencilBits, DepthBits, AlphaBits,
AccumBits, MultiSampling }
procedure OpenBackend;
{ Close OpenGL context, for particular backend.
No need to call OpenWindowsRemove here, it's done by universal Close already.
It's advised (although not totally required) that all errors during
CloseBackend should be caught and cause only CloseError.
Reasoning: Close should, regardless of trouble, try to finalize as much
as possible. }
procedure CloseBackend;
{ Make the OpenGL context of this window current (active for following
OpenGL commands). }
procedure BackendMakeCurrent;
procedure CloseError(const error: string);
{ Swap OpenGL buffers.
Call this method only when DoubleBuffered and if you already did
MakeCurrent. (Implicit glFlush is guaranteed.) }
procedure SwapBuffers;
{ BackendMenuInitialize should cause backend to build whole menu resources
for MainMenu, BackendMenuFinalize to free them.
BackendMenuFinalize is called before changing MainMenu structure
in arbitrary way, BackendMenuInitialize is called after.
Backend should just free / initialize resources related to menu.
BackendMenuInitialize may assume that BackendMenuFinalize was already called
(so no need to try to free in BackendMenuInitialize again).
They are never called directly: always call MenuInitialize / Finalize.
These make sure to care about eventual MenuUpdateBegin / MenuUpdateEnd
around, and make sure BackendMenuFinalize is called only when menu is
already initialized (by BackendMenuInitialize), and
BackendMenuInitialize is called only when menu is not initialized yet.
Implementation of these can assume that MainMenu <> nil now,
and that MainMenuVisible = @true.
Also it may assume that Closed = false.
Note: if backend wants, it may itself call these from
OpenBackend / CloseBackend. Of course, when you call them
yourself, you have to make sure on your own that all assumptions
are satisfied. In practice, BackendMenuFinalize should clear all the variables
to the state right after constructor (zero, nil etc.),
and BackendMenuInitialize expect them as such, and then everything will work Ok.
@groupBegin }
procedure BackendMenuInitialize;
procedure BackendMenuFinalize;
{ @groupEnd }
{ These call corresponding BackendMenuInitialize or BackendMenuFinalize,
unless we're inside MenuUpdateBegin / MenuUpdateEnd,
and take care to only initialize when finalized,
and finalize only when initialized.
They also take care of checking Closed and MainMenuVisible properties.
@groupBegin }
procedure MenuInitialize;
procedure MenuFinalize;
{ @groupEnd }
{ For optimization purposes, you may surround many menu changes
inside MenuUpdateBegin + MenuUpdateEnd calls.
Make sure window is not closed / opened between them.
@groupBegin }
procedure MenuUpdateBegin;
procedure MenuUpdateEnd;
{ @groupEnd }
{ Notification called immediately after menu entry properties changed.
This is called only when MainMenu <> nil and Entry is contained
inside our MainMenu. Also, this is called only when not Closed.
In case of MenuUpdateXxx calls: You can be sure that
only appropriate local Entry properties changed, no other menu entry
(even child menu entry for submenus) was changed.
Sloppy backend may simply do here MenuFinalize + MenuInitialize,
but a better backend may do something more efficient,
like updating only this specific Entry resources.
In case of MenuInsert: remember that this is called
after Entry was added to Parent. So if your MenuInsert simply
calls MenuFinalize + MenuInitialize, make sure your MenuFinalize
handles the case that some TMenuEntry may have uninitialized (zero)
TMenuEntry.Handle.
In case of MenuDelete: remember that this is called
after Entry was removed from Parent. So if your MenuDelete simply
calls MenuFinalize + MenuInitialize, make sure your MenuFinalize
finalizes (releases backend-specific resources) also for Entry
that isn't in the MainMenu hierarchy anymore.
Both MenuInsert and MenuDelete problems disappear if your
MenuFinalize doesn't look at MainMenu.Entries hierarchy, and releases
in one go whole backend-specific hierarchy under MainMenu.Handle.
Or if you implement MenuInsert and MenuDelete in a more optimal way,
without MenuFinalize + MenuInitialize.
@groupBegin }
procedure MenuUpdateCaption(Entry: TMenuEntryWithCaption);
procedure MenuUpdateEnabled(Entry: TMenuEntryWithCaption);
procedure MenuUpdateChecked(Entry: TMenuItemChecked);
procedure MenuInsert(const Parent: TMenu; const ParentPosition: Integer; const Entry: TMenuEntry);
procedure MenuDelete(const Parent: TMenu; const ParentPosition: Integer; const Entry: TMenuEntry);
function MenuUpdateCheckedFast: boolean;
{ @groupEnd }
procedure CreateBackend;
{ Simulate that all the keys and mouse buttons were released.
For all keys that are down (Pressed[k]) calls DoKeyUp(k).
For all mouse buttons that are down (mb in MousePressed) calls DoMouseUp(mb).
If CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN is defined,
this calls at the beginning SetPrivateModifiersDown(..., ..., false)
to say that all keys are up.
Useful when user somehow switches to another window / control
(e.g. when he opens our MainMenu), such that we are then unable to catch
following KeyUps and MouseUps. So user simply STOPS controlling our
program with mouse and keyboard, so we have to assume that he releases
all keys and mouse buttons.
Nie widze chwilowo zastosowania dla MousePressed[*] := false,
ale jest to konsekwentne. Z punktu widzenia programu w momencie wejscia
usera do menu user przestaje kontrolowac program (tzn. okienko OpenGLa)
przy pomocy myszy i klawiatury. }
procedure ReleaseAllKeysAndMouse;
{ Should DoKeyDown be able to call DoMenuClick, that is should
we handle menu key shortcuts ourselves.
This is implemented in backend-specific CastleWindow parts.
When in DoKeyDown we get some key event that specifies that
some menu item should be called -- if RedirectKeyDownToMenuClick,
DoKeyDown will do DoMenuClick. Else DoKeyDown will do nothing.
This should be implemened as "Result := true" if we have to process
keypresses in CastleWindow to pass them as menu commands, e.g. when CastleWindow
works on top of Xlib.
When CastleWindow works on top of GTK or WinAPI that allow us to do a "real"
menu, this should be implemented as "Result := false". }
function RedirectKeyDownToMenuClick: boolean;
{ DoXxx methods ------------------------------------------------------------
DoXxx method should be called by CastleWindow backend when an event
Xxx happens. DoXxx methods take care of various backend-independent
stuff, and take care of calling EventXxx (that calls OnXxx in turn).
CastleWindow backend should never call EventXxx directly.
(And nothing should call OnXxx directly except EventXxx.)
Remember that no DoXxx may be called from CloseBackend.
Below is the detailed specification, but summing some things up
you don't have to worry about these things when you use DoXxx methods
(these things are fully handled by DoXxx methods):
- updating state of MousePressed
- updating state of Pressed (Pressed.Keys, Pressed.Characters etc.)
- updating state of MousePosition
- calling MakeCurrent before every EventXxx
- flushing gl commands (and swapping gl buffers when DoubleBuffer'ing)
- taking care of AutoRedisplay
- updating Width, Height (and updating it with accordance to
Min/MaxWidth/Height and ResizeAllowed)
- checking MainMenu.Enabled
}
{ DoResize with FirstResizeAfterOpen = true is called only once
(and exactly once) from TCastleWindowCustom.Open implementation.
So all CastleWindow-backend code should always
pass FirstResizeAfterOpen = false (EVEN if it may be called from
OpenBackend (that is called before DoResize in Open) !).
Some more notes about calling DoResize from OpenBackend:
in this case DoResize will NOT call EventResize (since the first callback
that should be called for a window is EventOpen). We will always after
EventOpen call DoResize(..., true), so this should not be a problem
anywhere. You can simply call DoResize from OpenBackend to tell us what
real Width/Height we have, and the real EventResize will be called
just at a later time.
You can pass here ANY AWidth, AHeight. It will be automatically clipped
here to fit in Min/MaxWidth/Height and to satisfy ResizeAllowed.
Also MakeCurrent + EventResize will be called (probably; sometimes
DoResize may decide to not call EventResize - e.g. when ResizeAllowed
=raNotAllowed and FirstTime = false then it's useless to call here
EventResize).
Remember: this function does not automatically call Invalidate.
You must make sure that soon after changing size of the window
you will call DoRender (e.g. you can call Invalidate after
calling DoResize; but usually (under WinAPI, Xlib, GTK)
it's not needed, i.e. WinAPI, Xlib, and GTK all take care of this
automatically). }
procedure DoResize(AWidth, AHeight: integer; FirstResizeAfterOpen: boolean);
{ Wywoluj kiedy user kliknie na przycisku "Zamknij" itp.
Wywola OnCloseQuery i ew. Close (and Close will execute OnClose,
CloseBackend etc.). Note that there is no DoClose method and there
should not be such method : always use DoCloseQuery. }
procedure DoCloseQuery;
{ Do MakeCurrent,
EventBeforeRender,
EventRender (inside Fps._RenderBegin/End)
flush gl command pipeline (and swap gl buffers if DoubleBuffer)
- Take care of AutoRedisplay, like
@code(if AutoRedisplay then Invalidate;)
So specific CastleWindow backends need not to worry about
AutoRedisplay. They only have to call this when Invalidated = @true. }
procedure DoRender;
{ DoKeyDown/Up: pass here key that is pressed down or released up.
Only DoKeyDown: pass also CharKey. Pass Key = K_None if this is not
representable as TKey, pass CharKey =#0 if this is not representable
as char. But never pass both Key = K_None and CharKey = #0
(this would have no meaning).
Only DoKeyUp: never pass Key = K_None.
If you call DoKeyUp while (not Pressed[Key]) it will be ignored
(will not do any EventRelease etc. - just NOOP).
This will
update Pressed (Pressed.Keys, Pressed.Characters, etc.) accordingly,
DoKeyDown: may here call DoMenuClick
(and then it will NOT call MakeCurrent and EventKeyDown)
MakeCurrent,
EventKeyDown/Up.
}
procedure DoKeyDown(Key: TKey; CharKey: char);
procedure DoKeyUp(key: TKey);
{ Do MakeCurrent,
EventMotion,
update MousePosition }
procedure DoMotion(const Event: TInputMotion);
{ DoMouseDown/Up:
update MousePosition (so that before EventPress/EventRelease position
of the mouse is set to the current, precise, position)
update MousePressed
MakeCurrent
EventPress/EventRelease }
procedure DoMouseDown(const Position: TVector2Single;
Button: CastleKeysMouse.TMouseButton; const FingerIndex: TFingerIndex = 0);
procedure DoMouseUp(const Position: TVector2Single;
Button: CastleKeysMouse.TMouseButton; const FingerIndex: TFingerIndex = 0;
const TrackReleased: boolean = true);
procedure DoMouseWheel(const Scroll: Single; const Vertical: boolean);
procedure DoTimer;
{ Just call it when user presses some MenuItem.
This takes care of MainMenu.Enabled,
MakeCurent,
Item.DoClick,
optional OnMenuClick or Container.EventKeyDown }
procedure DoMenuClick(Item: TMenuItem);
procedure DoDropFiles(const FileNames: array of string);
{ Just like FileDialog, but these always get and should set FileName,
not an URL. Also, for OpenDialog, we make sure that initial FileName
contains only a path (not the final file name), since this is
good behaviour for users (even if some API allow to set proposed
file name). }
function BackendFileDialog(const Title: string; var FileName: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean; overload;
procedure OpenCore;
{ Current OpenGL buffers configuration required.
Stuff like DoubleBuffer, AlphaBits, DepthBits,
StencilBits, AccumBits etc.
This simply returns a text description of these properties.
It does not describe the current OpenGL context parameters.
(It doesn't even need an OpenGL context open.)
Useful for constructing messages e.g. for EGLContextNotPossible exceptions. }
function RequestedBufferAttributes: string;
{ Check do given OpenGL buffers configuration satisfies the
requested configuration.
So it checks do
@preformatted(
ProvidedStencilBits >= StencilBits and
ProvidedDepthBits >= DepthBits ...
)
and so on. If not, EGLContextNotPossible is raised with detailed
description (which buffer constraint is not satisfied -- e.g. maybe
the stencil buffer is not available).
Note that ProvidedMultiSampling is not checked if MultiSampling is <= 1.
In other words, if multisampling was not required, ProvidedMultiSampling
doesn't matter --- it's Ok even ProvidedMultiSampling = 0 and
MultiSampling = 1, which happens commonly (since our MultiSampling = 1 means
"no multisampling" and is default, but most backends returns num_samples
(or something equivalent) as = 0 when multisampling not supported). }
procedure CheckRequestedBufferAttributes(const ProviderName: string;
ProvidedStencilBits, ProvidedDepthBits, ProvidedAlphaBits,
ProvidedAccumRedBits, ProvidedAccumGreenBits, ProvidedAccumBlueBits,
ProvidedAccumAlphaBits, ProvidedMultiSampling: Cardinal);
protected
procedure DoUpdate; virtual;
public
property Container: TContainer read FContainer;
{ Is it allowed to suspend (for an indefinite amount of time) waiting
for user input.
Allowing this is a good thing, as it means our process doesn't eat
your CPU when it simply waits, doing nothing, for user input.
On the other hand, you cannot allow this if you want to do some
things continously, regardless of user input.
The default implementation plays it safe, and does not allow suspending
if we have OnUpdate, OnTimer or such callback defined. }
function AllowSuspendForInput: boolean; virtual;
{ Size of the window OpenGL area. Together with frame and border
sizes, and eventually menu bar size, this determines the final
window size.
When the window is open, these are read-only (may only change
through internal methods, that is: we'll update @link(Width), @link(Height),
@link(Left), @link(Top) to reflect current size and position).
MinWidth / MaxWidth / MinHeight / MaxHeight place constraints
on these values (rigorously honored when window is open):
always @code(MinWidth <= Width <= MaxWidth) and
@code(MinHeight <= Height <= MaxHeight).
ResizeAllowed places constrains when window manager and user may change
window size. In particular, when ResizeAllowed <> raAllowed then
window sizes cannot change when window is open.
Note that for some window managers, we cannot always reliably
force the size constraints and block resizing on the desktop.
If you set rigorous size constraints, or ResizeAllowed <> raAllowed,
you may find that window manager still resizes the window.
In such cases, we may fake our size a little ---
@link(Width) and @link(Height) values may not correspond to actual
size as seen on the desktop. This is comfortable, as in such cases
you usually want to just ignore window managers limits and just
proceed as if your size requirements are satisfied.
Special WindowDefaultSize value of these properties
means: at @link(Open), use some comfortable size slightly
smaller than desktop size.
@groupBegin }
property Width: integer read FWidth write FWidth default WindowDefaultSize;
property Height: integer read FHeight write FHeight default WindowDefaultSize;
{ @groupEnd }
{ Rectangle representing the inside of this container.
Always (Left,Bottom) are zero, and (Width,Height) correspond to window
sizes. }
function Rect: TRectangle;
{ Window DPI. Defaults to 96, so it is recommended to set to correct value
on higher density displays. }
property Dpi: integer read FDpi write FDpi default DefaultDpi;
{ Window position on the screen. If one (or both) of them is equal
to WindowPositionCenter at the initialization (Open) time,
then it will be set to position the window at the screen center.
@groupBegin }
property Left: integer read FLeft write FLeft default WindowPositionCenter;
property Top :integer read FTop write FTop default WindowPositionCenter;
{ @groupEnd }
{ Whether the window is fullscreen.
This forces @link(Width) and @link(Height) and position and window style
to fill the whole screen.
Note that we always set fullscreen UI (no border, size matching
Application.ScreenWidth and Application.ScreenHeight), ignoring
the window size constraints like MinWidth, MaxWidth, MinHeight, MaxHeight
and ResizeAllowed. For example we do not check does Application.ScreenWidth
fit inside MinWidth and MaxWidth. It's assumed that you really want
to set/unset the fullscreen UI if you change this property.
However, the sizes known to your application (stored in @link(Width), @link(Height))
are still constrained by MinWidth, MaxWidth, MinHeight, MaxHeight
and ResizeAllowed.
You can change this always, even on already open window.
Just note that some backends don't allow to switch this without
destroying / recreating the OpenGL context. So be prepared that changing FullScreen
may result in OnClose + OnOpen sequence, so make sure that closing and opening
recreates the whole necessary OpenGL state exactly as it was. This is usually
natural, all our TUIControl automatically work with this,
so this is only a concern if you do some direct OpenGL tricks. }
property FullScreen: boolean read FFullScreen write SetFullScreen default false;
{ Deprecated, instead just do @code(FullScreen := not FullScreen). }
procedure SwapFullScreen; deprecated;
{ Should we request and use the double buffer.
After every draw, we automatically swap buffers (if DoubleBuffer)
or call glFlush (if not DoubleBuffer). }
property DoubleBuffer: boolean read FDoubleBuffer write FDoubleBuffer default true;
{ Required red / green / blue color buffer precision for this window.
When 0, the default window system color precision will be used.
You can either set them by separate red / green / blue properties.
Or you can use ColorBits that reads / writes all three channels bits.
Reading ColorBits simply returns the sum of
@code(RedBits + GreenBits + BlueBits).
Writing ColorBits simply set RedBits and BlueBits to
@code(ColorBits div 3), and sets GreenBits to the remainder.
This way green channel has always the best resolution (as is usual,
since it's perceived most), and the sum is always as requested.
This way setting ColorBits to values like 16 or 24 works as expected.
Note that it's also possible to change color resolution by
changing the whole screen settings.
See TCastleApplication.VideoColorBits and TCastleApplication.VideoChange for this.
These properties only request the color
resolution for this window, which is less intrusive (you don't change
the whole screen) but also may have a smaller chance of success.
@groupBegin }
property RedBits: Cardinal read FRedBits write FRedBits default 0;
property GreenBits: Cardinal read FGreenBits write FGreenBits default 0;
property BlueBits: Cardinal read FBlueBits write FBlueBits default 0;
property ColorBits: Cardinal read GetColorBits write SetColorBits stored false default 0;
{ @groupEnd }
{ Current mouse position.
In case of touch devices, this reports the last known position
for FingerIndex = 0, and setting this has no effect.
See @link(TTouch.Position) for a documentaion how this is expressed.
In all situations the MousePosition is the latest known mouse position.
The only exception is within EventMotion (and so, also in OnMotion
callback): MousePosition is then the previous known mouse position,
while new mouse position is provided as NewMousePosition argument to
EventMotion (and OnMotion).
@italic(About setting the mouse position:)
@unorderedList(
@item(There is no guarantee that the position was set
exactly to what was requested. Various backends have their
limitations, and position may be rounded, and almost everywhere
position will be clamped to the current screen space.)
@item(It is undefined whether setting mouse position
will generate an OnMotion event (just as if the
user moved the mouse). Some backends do it, some don't,
and there is no way to make it consistent (because
backend may report the motion event with delay, so we really
don't know whether user moved the mouse or was it caused
by code).)
@item(Setting mouse position is always ignored when
the window is closed.)
) }
property MousePosition: TVector2Single
read FMousePosition write SetMousePosition;
property Touches[Index: Integer]: TTouch read GetTouches;
function TouchesCount: Integer;
{ When (if at all) window size may be changed.
@unorderedList(
@item(raNotAllowed
@link(Width) and @link(Height) can only change
to honor MinWidth / MaxWidth / MinHeight / MaxHeight constraints.
Absolutely nothing else may cause them to change,
user cannot resize the window.
Note that setting the @link(FullScreen) property to @true
works regardless of this. Just don't change @link(FullScreen) property
if you don't want to. However, @link(Width) / @link(Height)
values will be kept unchanged (they will not be updated to Application.ScreenWidth
and Application.ScreenHeight), so from the point of view of you code
the raNotAllowed works always.
You can be sure that EventResize (OnResize) will be called only
once, when window is opened (right after initial EventOpen (OnOpen)).)
@item(raOnlyAtOpen
@link(Width) and @link(Height) may be adjusted when the window
is opened, by @link(Open) call. For example window manager
may decide that the size is too large for the current screen.
Or when you request FullScreen window and window size has to be
adjusted to match current screen size. Also they will always be
adjusted to fit in MinWidth / MaxWidth / MinHeight / MaxHeight constraints.
After opening, window size cannot change anymore.
In particular user cannot resize the window (by dragging border
or such). After the first EventOpen (OnOpen) call,
the window size becomes constant. From the first EventResize
(OnResize) the window size is constant, as long as the window
remains open.
You can be sure that EventResize (OnResize) will be called only
once, when window is opened (right after initial EventOpen (OnOpen)).)
@item(raAllowed
@link(Width) and @link(Height) may be adjusted at open time,
and later user can resize the window too.
This is the default value, giving user and window manager
the most flexibility.
You have to be prepared for this, handling OnResize and adjusting
stuff like OpenGL viewport and projection matrix.)
)
Note that the we call the first glViewport automatically in @link(Open).
So in typical cases, you don't have to call glViewport ever yourself,
when ResizeAllowed <> raAllowed. }
property ResizeAllowed: TResizeAllowed
read FResizeAllowed write FResizeAllowed default raAllowed;
{ OpenGL context is created, initialize things that require OpenGL
context. Often you do not need to use this callback (engine components will
automatically create/release OpenGL resource when necessary),
but sometimes it may be handy (e.g. TGLImage required OpenGL context).
You usually will also want to implement Window.OnClose callback that
releases stuff created here.
Instead of using this callback, even when you really need to initialize
some OpenGL resource, it's usually better to derive new classes from
TUIControl class or it's descendants,
and override their GLContextOpen / GLContextClose methods to react to
context being open/closed. Using such TUIControl classes
is usually easier, as you add/remove them from controls whenever
you want (e.g. you add them in ApplicationInitialize),
and underneath they create/release/create again the OpenGL resources
when necessary.
WindowOpen is always *after* ApplicationInitialize.
In normal circumstances, for a standalone game, the WindowOpen will
happen only once. But for other targets, it may be necessary to close/reopen
the OpenGL context many times, e.g. on mobile platforms it's normal
that application may "loose" the OpenGL context and it may need
to recreate OpenGL resources when it wakes up.
Event called when OpenGL context is initialized.
It's guaranteed that every newly opened window will get
EventOpen (OnOpen) first, and then EventResize (OnResize),
and only then --- the other callbacks, as the user uses the window.
This is consistent EventOpen (OnOpen)
is always the first executed callback and OnClose
is always the last. This allows you to cleanly initialize / finalize
OpenGL resources.
During EventOpen (OnOpen) you already have valid
Width / Height values, that is those values were already adjusted
if ResizeAllowed <> raNotAllowed.
@bold(Be careful what you do in this callback if you want your game
to work on Android or other non-standalone platforms.)
On Android, OpenGL context may be closed and opened at any time,
as user can switch from/to your application at any time.
You should use
@link(TCastleApplication.OnInitialize Application.OnInitialize)
for a one-time initialization (it is executed right before
the very first OnOpen would be executed).
Use this callback only to create OpenGL resources
(destroyed in OnClose). }
property OnOpen: TContainerEvent read GetOnOpen write SetOnOpen;
property OnOpenObject: TContainerObjectEvent read GetOnOpenObject write SetOnOpenObject;
{ Minimum and maximum window sizes. Always
@preformatted(
0 < MinWidth <= MaxWidth and
0 < MinHeight <= MaxHeight
)
We do not allow user to resize the window outside of these constraints.
We also fix window @link(Width) and @link(Height) to fit within
these constraints when you @link(Open) the window. We do it regardless
of ResizeAllowed (even when it's raNotAllowed).
In other words, these constraints have a higher priority than
ResizeAllowed and your desired @link(Width) and @link(Height)
and even @link(FullScreen) (setting @link(FullScreen) property
will stil change the visible sizes, but your perceived sizes
will be constrained by this min/max).
So you can be sure that (as long as window
is open) @link(Width) / @link(Height) will always fit in these constraints.
@groupBegin }
property MinWidth: Integer read FMinWidth write FMinWidth default 100;
property MinHeight: Integer read FMinHeight write FMinHeight default 100;
property MaxWidth: Integer read FMaxWidth write FMaxWidth default 4000;
property MaxHeight: Integer read FMaxHeight write FMaxHeight default 4000;
{ @groupEnd }
{ Required depth buffer precision. Zero means that we don't need
depth buffer at all. We may get depth buffer with more precision
than requested (we may even get depth buffer when we set
DepthBits = 0), this all depends on graphic card.
Default value is 16 (DefaultDepthBits),
which is a reasonable default for 3D programs
that want to work with depth test enabled.
@italic(Design notes:) One may ask why default value is not 0?
@orderedList(
@item(
Most programs using OpenGL use depth testing, so many programs
would have to call something like @code(Window.DepthBits := 16).)
@item(
Often graphic cards / window systems / OSes give you an OpenGL
context with depth buffer @italic(even if you don't need depth buffer).
I don't say that it's bad. But it makes very easy to forget about
doing @code(DepthBits := something-non-zero;).
If you're writing 3d program and sitting on some
system that always gives you depth buffer (even if DepthBits = 0)
then it may happen that you forget to write in your program
@longCode(# Window.DepthBits := 16;#)
And while on your system everything will work, you will
receive errors on other systems because you forgot to request a
depth buffer.)
)
Of course, if you are writing a program that does not need depth buffer
you should set Window.DepthBits := 0. The only advantage of having
default DepthBits = 16 is that if you forget to set
Window.DepthBits := 0 your programs will still work (most graphic cards
will give you some depth buffer anyway).
They will just use more resources than they should.
}
property DepthBits: Cardinal
read FDepthBits write FDepthBits default DefaultDepthBits;
{ Required stencil buffer precision, zero means that stencil buffer is
not needed.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
Note that after initializing OpenGL context (when opening the window),
StencilBits is @italic(not) updated to the current (provided)
stencil buffer bit size. For example, if you requested StencilBits := 8,
and you got 16-bits buffer: StencilBits value will still remain 8.
This is sensible in case you close the window, tweak some settings
and try to open it again. Use @code(glGetInteger(GL_STENCIL_BITS))
when window is open to query current (actual) buffer size. }
property StencilBits: Cardinal
read FStencilBits write FStencilBits default 0;
{ How many samples are required for multi-sampling (anti-aliasing).
Use @link(AntiAliasing) instead of this for more comfortable
(higher-level) way to turn on multi-sampling (anti-aliasing).
1 means that no multi-sampling is required.
Values larger than 1 mean that we require OpenGL context with
multi-sampling capabilities. Various GPUs may support various
values (it's a trade-off between quality and speed),
try typical values 2 or 4.
You can enable/disable anti-aliasing in your program by code like
@longCode(#
if GLFeatures.Multisample then glEnable(GL_MULTISAMPLE_ARB);
if GLFeatures.Multisample then glDisable(GL_MULTISAMPLE_ARB);
#)
But usually that's not needed, as it is "on" by default
(GL_ARB_multisample spec says so) if you requested multi-sampling context
(that is, if this property is > 1). See GL_ARB_multisample spec for details:
[http://opengl.org/registry/specs/ARB/multisample.txt].
Just like with other XxxBits property, we may get more
samples than we requested (e.g. if you request 3, you will most probably
get 4). But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
TODO: actually, this may change to be similar to Lazarus
TOpenGLControl.MultiSampling, and also be more comfortable --- to retry
initialization with no multi-sampling. In this case this property will
not be changed, to be nice.
You can always read OpenGL GL_SAMPLE_BUFFERS_ARB and GL_SAMPLES_ARB
values after initializing OpenGL context, to know exactly
how many samples did you actually get, and did you get multi-sampling at all.
Actually, we already initialize global CastleGLUtils.GLCurrentMultiSampling
for you, you can use this. }
property MultiSampling: Cardinal
read FMultiSampling write FMultiSampling default 1;
{ Comfortably turn on/off anti-aliasing.
Setting this property automatically sets also the @link(MultiSampling)
property. Although it's easy to request multi-sampling by using the
@link(MultiSampling) property directly, using AntiAliasing is a little
more comfortable. You don't have to wonder what are the sensible
values of @link(MultiSampling) for common GPUs, and we also
automatically use NV_multisample_filter_hint for nicer anti-aliasing
when possible. }
property AntiAliasing: TAntiAliasing
read FAntiAliasing write SetAntiAliasing default DefaultAntiAliasing;
{ Required number of bits in alpha channel of color buffer.
Zero means that alpha channel is not needed.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
It's undefined how I'll treat this variable when indexed color mode
will be possible in TCastleWindowCustom. }
property AlphaBits: Cardinal
read FAlphaBits write FAlphaBits default 0;
{ Required number of bits in color channels of accumulation buffer.
Color channel is 0..3: red, green, blue, alpha.
Zero means that given channel of accumulation buffer is not needed,
so when the vector is all zeros (default value) this means that
accumulation buffer is not needed at all.
Just like with other XxxBits property, we may get more
bits than we requested. But we will never get less --- if window system
will not be able to provide GL context with requested number of bits,
@link(Open) will raise an error.
@deprecated
This property is deprecated, since modern OpenGL deprecated accumulation
buffer. It may not be supported by some backends (e.g. now LCL backend,
the default backend on Mac OS X, doesn't support it). }
property AccumBits: TVector4Cardinal read FAccumBits write FAccumBits; deprecated;
{ Name of the icon for this window used by GTK 2 backend.
This is simply passed to @code(gtk_window_set_icon_name),
see [http://library.gnome.org/devel/gtk/stable/GtkWindow.html#gtk-window-set-icon-name].
This allows you to use an installed icon (in /usr/share/icons/
or ~/.local/share/icons/) for your program. See
[http://library.gnome.org/devel/integration-guide/stable/icons.html.en]
for short information how and where to install your icons.
It's ignored on non-GTK 2 backends. }
property GtkIconName: string read FGtkIconName write FGtkIconName;
(*Should this window be actually displayed on the desktop.
In all normal programs you want to leave this as @true, as the
main purpose of the window is to actually be visible and interactive
on the desktop.
Setting this to @false allows you to get an OpenGL context without
showing anything on the desktop. This can be used for rendering
and capturing OpenGL stuff without showing it on the desktop.
One example is the @--screenshot option of view3dscene, see
[http://castle-engine.sourceforge.net/view3dscene.php#section_screenshot].
If you implement such thing, remember that you should not render
and capture the normal front or back buffer contents.
OpenGL makes no guarantee that a hidden window will have any allocated
memory, so capturing hidden window contents isn't useful (you may
get something valid, or you may get random / blank screen, depending
on OS and GPU). However, you can create Framebuffer Object
on modern GPUs, and capture it's contents. An example code snippet:
@longCode(#
{ add CastleGLImages, CastleImages to your uses clause }
var
ScreenshotRender: TGLRenderToTexture;
Image: TRGBImage;
begin
ScreenshotRender := TGLRenderToTexture.Create(Width, Height);
try
ScreenshotRender.Buffer := tbNone;
ScreenshotRender.GLContextOpen;
ScreenshotRender.RenderBegin;
{ render your stuff here }
{ capture the screen }
Image := SaveScreen_NoFlush(Rectangle(0, 0, Width, Height),
ScreenshotRender.ColorBuffer);
try
SaveImage(Image, 'aaa.png');
finally FreeAndNil(Image) end;
ScreenshotRender.RenderEnd;
finally FreeAndNil(ScreenshotRender) end;
end;
#)
*)
property Visible: boolean read FVisible write FVisible default true;
{ Caption of the window. By default it's initialized to ApplicationName.
May be changed even when the window is already open. }
property Caption: string read GetPublicCaption write SetPublicCaption;
{ Render window contents here.
Called when window contents must be redrawn,
e.g. after creating a window, after resizing a window, after uncovering
the window etc. You can also request yourself a redraw of the window
by the Invalidate method, which will cause this event to be called
at nearest good time.
Note that calling Invalidate while in EventRender (OnRender) is not ignored.
It means that in a short time next EventRender (OnRender) will be called. }
property OnRender: TContainerEvent read GetOnRender write SetOnRender;
{ @deprecated Deprecated name for OnRender. }
property OnDraw: TContainerEvent read GetOnRender write SetOnRender; deprecated;
{ Always called right before EventRender (OnRender).
These two events, EventBeforeRender (OnBeforeRender) and EventRender (OnRender),
will be always called sequentially as a pair.
The only difference between these two events is that
time spent in EventBeforeRender (OnBeforeRender)
is NOT counted as "frame time"
by Fps.FrameTime. This is useful when you have something that needs
to be done from time to time right before OnRender and that is very
time-consuming. It such cases it is not desirable to put such time-consuming
task inside OnRender because this would cause a sudden big change in
Fps.FrameTime value. So you can avoid this by putting
this in OnBeforeRender. }
property OnBeforeRender: TContainerEvent read GetOnBeforeRender write SetOnBeforeRender;
{ Called when the window size (@link(Width), @link(Height)) changes.
It's also guaranteed to be called during @link(Open),
right after the EventOpen (OnOpen) event.
Our OpenGL context is already "current" when this event is called
(MakeCurrent is done right before), like for other events.
This is a good place to set OpenGL viewport and projection matrix.
See also ResizeAllowed.
In the usual case, the SceneManager takes care of setting appropriate
OpenGL projection, so you don't need to do anything here. }
property OnResize: TContainerEvent read GetOnResize write SetOnResize;
{ Called when the window is closed, right before the OpenGL context
is destroyed. This is your last chance to release OpenGL resources,
like textures, shaders, display lists etc. This is a counterpart
to OnOpen event. }
property OnClose: TContainerEvent read GetOnClose write SetOnClose;
property OnCloseObject: TContainerObjectEvent read GetOnCloseObject write SetOnCloseObject;
{ Called when user presses a key or mouse button or moves mouse wheel. }
property OnPress: TInputPressReleaseEvent read GetOnPress write SetOnPress;
{ Called when user releases a pressed key or mouse button.
It's called right after @code(Pressed[Key]) changed from true to false.
The TInputPressRelease structure, passed as a parameter to this event,
contains the exact information what was released.
Note that reporting characters for "key release" messages is not
perfect, as various key combinations (sometimes more than one?) may lead
to generating given character. We have some intelligent algorithm
for this, used to make Characters table and to detect
this C for OnRelease callback. The idea is that a character is released
when the key that initially caused the press of this character is
also released.
This solves in a determined way problems like
"what happens if I press Shift, then X,
then release Shift, then release X". (will "X" be correctly
released as pressed and then released? yes.
will small "x" be reported as released at the end? no, as it was never
pressed.) }
property OnRelease: TInputPressReleaseEvent read GetOnRelease write SetOnRelease;
{ Called when user tries to close the window.
This is called when you use window manager features to close the window,
like clicking on the "close" icon on the window frame or using Alt+F4
on most desktops. This is @italic(not) called when you explicitly
close the window by calling the @link(Close) method.
When this callback is not assigned, we will
just let the window be closed. When it's assigned,
the window will not closed --- you should call here @link(Close)
explicitly if you want to (for example, after asking user for
confirmation "do you really want to quit?").
When handling this event, you must remember that user
may try to close our window at any time.
E.g. if you're implementing here somehing like showing user
text "You cannot quit now" or asking user "Do you really want to quit"
remember that while you display such message to user and you're
processing events (e.g. looking for keypress "Yes" or "No"),
user may try to close your window again.
CastleMessages unit offers some nice routines that you can safely
use here, e.g. you can use it inside OnCloseQuery like
if MessageYesNo(Window, 'Are you sure you want to quit?') then
Close;
Inside MessageYesNo, when we're processing events,
and waiting for user's answer (yes or no),
futher OnCloseQuery events will be ignored, so everything will work OK.
This event is also useful if you want to call Close(false)
on closing the window (i.e. QuitWhenLastWindowClosed = false).
By default, if this event is undefined, we call Close(true)
when user tries to close the window. }
property OnCloseQuery: TContainerEvent read FOnCloseQuery write FOnCloseQuery; { = nil }
{ Mouse or a finger on touch device moved.
For a mouse, remember you always have the currently
pressed mouse buttons in MousePressed. When this is called,
the MousePosition property records the @italic(previous)
mouse position, while callback parameter NewMousePosition gives
the @italic(new) mouse position. }
property OnMotion: TInputMotionEvent read GetOnMotion write SetOnMotion;
{ Continously occuring event, called for all open windows.
This event is called at least as regularly as redraw,
so it is continously called even when your game
is overwhelmed by messages (like mouse moves) and redraws.
Called at the same time when
@link(TCastleApplication.OnUpdate Application.OnUpdate) is called.
You should add code to this window's OnUpdate event
(not to TCastleApplication.OnUpdate) when you do something related
to this window. For example when you check this window's
@link(Pressed) keys state, or animate something displayed on this window.
This allows various "modal boxes" and such (see CastleMessages)
to nicely "pause" such processing by temporarily replacing
OnUpdate and other events of a window that displays a modal box. }
property OnUpdate: TContainerEvent read GetOnUpdate write SetOnUpdate;
{ @deprecated Deprecated name for OnUpdate. }
property OnIdle: TContainerEvent read GetOnUpdate write SetOnUpdate; deprecated;
{ Timer event is called approximately after each
@link(TCastleApplication.TimerMilisec Application.TimerMilisec)
miliseconds passed. See also
@link(TCastleApplication.OnTimer Application.OnTimer).
This is a very simple timer mechanism, as all timers (timers for all windows
and the global @link(Application) timer) use the same delay:
@link(TCastleApplication.TimerMilisec Application.TimerMilisec).
We consciously decided to not implement anything more involved here.
If you need really flexible timer mechanism, do not use this.
Instead use @link(OnUpdate)
(or TUIControl.Update, or T3D.Update) and look at it's @code(SecondsPassed)
value to perform actions (one time or repeated) with a specified delay.
The engine source is full of examples of this.
Under Lazarus, you can of course also use LCL timers. }
property OnTimer: TContainerEvent read FOnTimer write FOnTimer;
{ Called when user drag and drops file(s) on the window.
In case of Mac OS X bundle, this is also called when user opens a document
associated with our application by double-clicking.
Note: this is currently supported only by CASTLE_WINDOW_LCL backend. }
property OnDropFiles: TDropFilesFunc read FOnDropFiles write FOnDropFiles;
{ Should we automatically redraw the window all the time,
without a need for Invalidate call.
If @true, window will behave like a redraw is always needed,
and EventRender (OnRender) will be always called as often as posible.
This may be a waste of OS resources, so don't use it, unless
you know that you really have some animation displayed
all the time. }
property AutoRedisplay: boolean read fAutoRedisplay write SetAutoRedisplay
default false;
{ -------------------------------------------------------------------------
Menu things (menu may be modified at runtime, everything will be
automatically properly redisplayed etc.) }
private
FMainMenu: TMenu;
FMainMenuVisible: boolean;
FOwnsMainMenu: boolean;
FOnMenuClick: TMenuClickFunc;
FUserData: Pointer;
procedure SetMainMenu(Value: TMenu);
public
{ Menu bar of this window.
When not assigned, we have no menu bar.
Note that MainMenu.Caption will be ignored.
You can change this freely while Closed.
You can change this almost freely while not Closed: you can use
various properties of TMenuEntry descendants (adding, deleting items
from TMenu, changing Caption, Key, CharKey, Checked properties --
anything) and you can change value of MainMenu BUT you must not
change MainMenu <> nil state when the window is not Closed.
I.e. if you called Open with MainMenu = nil, then MainMenu must stay
nil unit Close. If you called Open with MainMenu <> nil, then you
can assign other MainMenu values while not Closed, but only values
<>nil. I.e. you can't set MainMenu to nil if you called Open
with MainMenu <> nil.
See @code(castle_game_engine/examples/window/window_menu.lpr)
for demo of changing value of MainMenu while window is not Closed.
Note that MainMenu.Enabled is honoured (as well as Enabled
for all menu items inside, of course).
You can use this to disallow user from clicking on the whole
menu. When MainMenu.Enabled = @false then
no MenuItem.DoClick, no OnMenuClick
will be called when user presses some menu item.
When user presses some keyboard shortcut for some menu item,
no MenuItem.DoClick and no OnMenuClick will be called,
but instead normal EventPress (OnPress) will be called.
When it is useful to set this to false?
For example hen using CastleWindowModes. When you're changing modes (e.g. at the
beginning of CastleMessages.MessageOk) you're temporary setting
OnMenuClick to nil, but this doesn't block TMenuItem.DoClick
functions. The only way to block menu from triggering ANY event is to
set this to MainMenu.Enabled to @false. }
property MainMenu: TMenu read FMainMenu write SetMainMenu;
{ Is MainMenu visible. @false means that we do not show main menu bar,
but menu key shortcuts should still work.
Right now, you can reliably change this only before window is open. }
property MainMenuVisible: boolean
read FMainMenuVisible write FMainMenuVisible default true;
{ If true then in TCastleWindowCustom destructor MainMenu will be destroyed too
(if not nil, od course). Usually this is something useful. }
property OwnsMainMenu: boolean read FOwnsMainMenu write FOwnsMainMenu default true;
{ Called each time user chooses some menu item and it's not handled
in TMenuItem.DoClick. By default, menu item handling is passed
to TMenuItem.DoClick. Only when it return @false (not handled) then
we call this window's event. }
property OnMenuClick: TMenuClickFunc read FOnMenuClick write FOnMenuClick;
{ Deprecated name for OnMenuClick. }
property OnMenuCommand: TMenuClickFunc read FOnMenuClick write FOnMenuClick; deprecated;
{ @section(Mouse state) -------------------------------------------------- }
{ Currently pressed mouse buttons. When this changes, you're always
notified by OnPress or OnRelease calls.
This value is always current, in particular it's already updated
before we call events OnPress or OnRelease. }
property MousePressed: TMouseButtons read FMousePressed;
{ Is the window focused now, which means that keys/mouse events
are directed to this window. }
property Focused: boolean read FFocused;
{ Place for your pointer, for any purposes.
No code in this unit touches the value of this field.
This is similar to TComponent.Tag property. }
property UserData: Pointer read FUserData write FUserData;
property Closed: boolean read FClosed default true;
{ Sets mouse cursor appearance over this window.
See TMouseCursor for a list of possible values and their meanings.
TODO: for now, mcCustom is not handled anywhere. }
property Cursor: TMouseCursor read FCursor write SetCursor default mcDefault;
{ Image for cursor, used only when @link(Cursor) = mcCustom.
We will try hard to use any cursor image as appropriate, but on some platforms
cursor size may be limited (16 x 16 seems standard for GTK) and cursor
may be forced to monochrome.
Note that you still own the TRGBAlphaImage instance passed here --- you're
responsible for freeing it etc. If this is @nil, and @link(Cursor) = mcCustom,
then it will be treated like @link(Cursor) = mcDefault. (I don't raise error
in such case, as that would make changing both Cursor and CustomCursor values
unnecessarily tricky for the programmer.)
TODO: for now, this is not implemented. @link(Cursor) ignores mcCustom value,
under every CastleWindow backend... sorry, CustomCursor is only a plan. }
property CustomCursor: TRGBAlphaImage read FCustomCursor
write SetCustomCursor;
property RenderStyle: TRenderStyle read GetRenderStyle write SetRenderStyle default rs2D;
function Controls: TUIControlList;
{ Is the OpenGL context initialized. This is equivalent to @code(not Closed),
which means we are between an @link(Open) and @link(Close) calls. }
function GLInitialized: boolean;
{ Create the window with associated OpenGL context and show it.
@unorderedList(
@item(Create window, it's OpenGL area, optionally it's menu.)
@item(Create OpenGL context associated with it's OpenGL area.)
@item(Show the window.)
@item(Call GLInformationInitialize to initialize GLVersion,
GLUVersion, GLFeatures.)
@item(Initial events called:
@unorderedList(
@itemSpacing Compact
@item Call MakeCurrent, EventOpen (OnOpen)
@item Call MakeCurrent, EventResize (OnResize)
@item(Call MakeCurrent once again, to be sure that after Open
active OpenGL context is the one associated with newly created
window (in case you would change active OpenGL context inside
EventResize (OnResize), which is allowed).)
)
)
)
Call to this method is ignored if the window is already open
(if @link(Closed) = @false).
@raises(EGLContextNotPossible
If it's not possible to obtain
OpenGL context with specified attributes.
For example, maybe you set AlphaBits, DepthBits, StencilBits, AccumBits
properties too high?
It's guaranteed that when EGLContextNotPossible
is raised, the window remains in correct (closed) state.
This means that you can catch EGLContextNotPossible
and lower some OpenGL buffer requirements and try to open once again.
Although it's usually more comfortable to use the overloaded
version of @link(Open) with Retry callback for this purpose.
This parameterless version of Open automatically
turns off multi-sampling (AntiAliasing and MultiSampling
properties), and then we turn off
stencil buffer (StencilBits), if OpenGL context cannot be initialized.
But if it still cannot be initialized, we raise EGLContextNotPossible.
You can use overloaded Open version with Retry callback to customize
this fallback mechanism, to code which OpenGL context features
may be turned off.)
}
procedure Open;
{ Open the window with OpenGL context, allowing you to lower
the OpenGL context requirements and retry.
If the OpenGL context cannot be initialized,
then @code(Retry) callback is called. Inside this callback you should
either:
@unorderedList(
@item(lower some context requirements (like set MultiSampling to 1
if it was > 1) if possible, and return @true to retry, or)
@item(do not change context requirements and return @false to give up.)
)
Note that the parameterless version of @link(Open) method
actually calls this version, with a default retry callback
that turns off AntiAliasing and MultiSampling, and then StencilBits
(since all our engine code should be ready that multi-sampling
or stencil buffers may not be available).
Using your own Retry callback, with this version,
allows you to decide which context parameters may be lowered
to allow creating a window.
@raises(EGLContextNotPossible If it's not possible to obtain
requested OpenGL context, and the @code(Retry) callback
returned @false.) }
procedure Open(const Retry: TGLContextRetryOpenFunc);
{ Close window.
@unorderedList(
@item(Calls OnClose.)
@item(Hides window, destroys it.)
@item(
if this was the only open TCastleWindowCustom window
and QuitWhenLastWindowClosed = true then
this calls Application.Quit.)
)
Note that often there's no need to call Close explicitly in your program,
because in destructor of this object we call Close, to be sure
that window is closed.
TODO: zrobic param boolean CloseFromDestroyQuitWhenLastWindowClosed?
As for now Close from destructor is called always with
QuitWhenLastWindowClosed = true.
Call to Close is ignored if window is already Closed. }
procedure Close(QuitWhenLastWindowClosed: boolean = true);
{ @deprecated Deprecated name for @link(Invalidate). }
procedure PostRedisplay; deprecated;
{ See TUIContainer.Invalidate. }
procedure Invalidate;
{ Make the OpenGL context of this window "current" (following OpenGL
commands will apply to this). When the window is opened, and right
before calling any window callback, we always automatically call
this, so you should not need to call this method yourself
in normal circumstances. }
procedure MakeCurrent;
{ Capture the current window contents to an image (file).
These functions take care of making a redraw before capturing screen
contents. That's because you can only reliably capture the screen contents
of the back buffer (before swap) using OpenGL. In theory, the single-buffer
case could be optimized (do not redraw if not needed, that is:
if not invalidated), but it's not worth the complication since noone uses
single-buffer for normal applications... And also, there is no reliable
way to capture screen contents in case of single-buffer.
Note that only capturing the double-buffered windows (the default)
is reliable.
@groupBegin }
procedure SaveScreen(const URL: string); overload;
function SaveScreen: TRGBImage; overload;
function SaveScreen(const SaveRect: TRectangle): TRGBImage; overload;
function SaveScreenToGL(const ScalingPossible: boolean = false): TGLImage; overload;
function SaveScreenToGL(const SaveRect: TRectangle;
const ScalingPossible: boolean = false): TGLImage; overload;
{ @groupEnd }
{ Color buffer where we draw, and from which it makes sense to grab pixels.
Use with SaveScreen_NoFlush. }
function SaveScreenBuffer: TColorBuffer;
{ Asks and saves current screenshot.
Asks user where to save the file (using @link(FileDialog),
as default URL taking ProposedURL).
If user accepts calls Window.SaveScreen.
In case of problems with saving, shows a dialog (doesn't raise exception). }
procedure SaveScreenDialog(ProposedURL: string);
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
public
{ Tracks which keys, characters, modifiers are pressed. }
property Pressed: TKeysPressed read FPressed;
{ Fps -------------------------------------------------------------------- }
{ Frames per second measuring. }
property Fps: TFramesPerSecond read FFps;
{ OpenAndRun stuff --------------------------------------------------------- }
{ Shortcut for Open (create and show the window with GL contex)
and Application.Run (run the event loop). }
procedure OpenAndRun; overload;
{ Shortcut for setting Caption, OnRender,
then calling Open (create and show the window with GL contex)
and Application.Run (run the event loop).
@deprecated Deprecated, it is cleaner to just set Caption and OnRender
as properties, and then use parameterless OpenAndRun version.
In many programs, OnRender is not even used, as you render your stuff
inside various TUIControl instances. }
procedure OpenAndRun(const ACaption: string; AOnRender: TContainerEvent); overload; deprecated;
{ Parsing parameters ------------------------------------------------------- }
{ Parse some command-line options and remove them from @link(Parameters)
list. AllowedOptions specify which command-line options are handled.
See [http://castle-engine.sourceforge.net/opengl_options.php] for
documentaion what these options actually do from user's point of view.
@definitionList(
@itemLabel poGeometry
@item(Handle these command-line options:
@unorderedList(
@itemSpacing Compact
@item(@--fullscreen: sets FullScreen to @true.)
@item(@--geometry: sets FullScreen to @false
and changes @link(Width), @link(Height), @link(Left), @link(Top)
as user wants.)
)
)
@itemLabel poScreenGeometry
@item(Handle @--fullscreen-custom: sets FullScreen and VideoResize
to @true, initializes VideResizeWidth and VideResizeHeight
and actually tries to change your desktop resolution by VideoChange.)
@itemLabel poDisplay
@item(Handle @--display: sets Application.XDisplayName under Unix.)
@itemLabel poMacOsXProcessSerialNumber
@item(
(Only relevant on Mac OS X) A special parameter -psvn_x_xxx will be found
and removed from the @link(Parameters) list. See
http://forums.macrumors.com/showthread.php?t=207344 and
http://stackoverflow.com/questions/10242115/os-x-strange-psn-command-line-parameter-when-launched-from-finder .
)
)
Multiple options of the same kind are allowed, for example two options
@code(--fullscreen --geometry 100x100+0+0) are allowed. Each of them will
have appropriate effect, in the above example, @--fullscreen param
will be overridden by following @--geometry param. Such overridding
is sometimes useful from shell scripts.
Overloaded version with SpecifiedOptions says which command-line
options were found and handled. For example, if poGeometry, then
you know that user requested some window size.
@raises(EInvalidParams When some of our options have invalid arguments.) }
procedure ParseParameters(
const AllowedOptions: TWindowParseOptions = StandardParseOptions); overload;
procedure ParseParameters(
const AllowedOptions: TWindowParseOptions;
out SpecifiedOptions: TWindowParseOptions); overload;
{ Help text for options in AllowedOptions.
The idea is that if you call @code(ParseParameters(AllowedOptions))
in your program then you should also show your users somwhere
(e.g. in response to "--help" option) the list of allowed
options obtained by @code(ParseParametersHelp(AllowedOptions))
(i.e. with the same value of AllowedOptions).
Returned string may be multiline, but it does not contain
the trailing newline (newline char after the last line).
Returned help text conforms to rules in
@code(castle_game_engine/doc/kambi_command_line_params.txt).
If AddHeader then it adds line saying @code('Window options:')
(and showing backend name, for debug purposes)
at the beginning. This allows you to comfortably use
the output of this function as a whole
paragraph (separated from the rest of your "--help" text
by e.g. empty lines around). }
class function ParseParametersHelp(
const AllowedOptions: TWindowParseOptions;
AddHeader: boolean): string;
{ dialog boxes using GUI ------------------------------------------------ }
{ About all dialogs:
- Behaviour of callbacks:
callbacks of Application and callbacks of other TCastleWindowCustom MAY be called while
the dialog is open. Callbacks of THIS object (OnXxx) will not be
called. You should treat XxxDialog like
Mode := TGLModeFrozenScreen.Create(Self);
try
....
finally FreeAndNil(Mode) end;
- How does these dialogs look like?
Under GTK and WinAPI backends we use native dialogs of these.
Under Xlib backend we simply fallback on CastleMessages.Message*.
}
{ Select a file to open or save.
Accepts and returns argument as an URL.
Passing a filename as an URL is also allowed (as everywhere),
it may be changed into an URL on return.
This dialog may also allow user for some typical file-management
operations by the way (create some directories, rename some files etc.).
Returns @true and sets URL accordingly if user chooses some
file and accepts it. Returns @false if user cancels.
@param(Title A dialog title.)
@param(URL Specifies default file as an URL (or simple filename).
In short, things are designed such that for normal file viewers,
you can give here the URL of last opened file, or '' if none.
This URL can be absolute or relative, may include a path, may include a name.
If you specify only a path (remember to end it with the slash),
then it's the default path where to save the file.
If you specify the name (component after final slash), then it's the
proposed file name for saving (for OpenDialog, this proposed file name
is ignored, since that's more natural for open dialogs).
Empty value ('') always means the same as "current directory", guaranteed.
So it's equivalent to @code(URICurrentPath).
Note that the path must end with a slash. Otherwise '/tmp/blah' would be
ambigous (it could mean either file name 'blah' in the dir '/tmp/' dir,
or dir '/tmp/blah' without a proposed file name).)
@param(OpenDialog Is this an open (@true) or save (@false) file dialog.
@unorderedList(
@item(
If OpenDialog = @true: force the user to only choose existing
(and readable) file. The intention is that you can open
file indicated by URL, at least for reading. There is no guarantee
about it though (it's not possible to guarantee it on a multi-process OS),
the only 100% sure way to know that the file can be opened and read
is to actually try to do it.
To directly read a file (as a stream) from the obtained URL
you should usually use our CastleDownload.Download function.
This way you get a readable stream and you
automatically support loading data from the other protocols (http,
data etc.) too.)
@item(
If OpenDialog = @false: a save dialog.
Allows user to select a non-existing file.
If user chooses an existing file, some backends may show
a warning like @italic("Are you sure you want to overwrite this file?").
The intention is that directory of the returned file should exist,
and you should be able to write files there.
But, again, there is no 100% guarantee about it.
The only way to be sure whether you can save a file is to actually
try to do it.
To directly write to a file (as a stream) to the obtained URL
you should usually use our URLSaveStream.)
)
)
@param(FileFilters A set of file filters to present to user.
Pass @nil (default) if you do not want to use file file filters,
so user will just always see everything. An overloaded version
allows you to pass file filters encoded in a single string,
this may be slightly more comfortable for call, see
TFileFilterList.AddFiltersFromString
for explanation how to encode filters in a string.)
@groupBegin }
function FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean; overload;
function FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; const FileFilters: string): boolean; overload;
{ @groupEnd }
{ Shows a dialog window allowing user to choose an RGB color.
Initial value of Color specifies initial RGB values proposed to the user.
If user accepts, returns true and sets Color accordingly, else
returns false (and does not modify Color).
@groupBegin }
function ColorDialog(var Color: TCastleColor): boolean;
function ColorDialog(var Color: TVector3Single): boolean;
function ColorDialog(var Color: TVector3Byte): boolean;
{ @groupEnd }
{ Simple "OK" dialog box. }
procedure MessageOK(const S: string; const MessageType: TWindowMessageType);
{ Simple yes/no question dialog box. }
function MessageYesNo(const S: string;
const MessageType: TWindowMessageType = mtQuestion): boolean;
private
LastFpsOutputTick: DWORD;
FFpsShowOnCaption: boolean;
FSwapFullScreen_Key: TKey;
FClose_CharKey: char;
FFpsCaptionUpdateInterval: TMilisecTime;
public
{ Show current frames per second on window caption.
You can modify this property only @italic(before calling @link(Open).) }
property FpsShowOnCaption: boolean
read FFpsShowOnCaption write FFpsShowOnCaption default false;
{ Key to use to switch between FullScreen and not FullScreen.
Set to K_None (default) to disable this functionality.
Suggested value to enable this functionality is K_F11, this is consistent
will fullscreen key in other programs.
You can freely modify it at any time, even after calling @link(Open).
The fullscreen is switched by closing it, changing @link(FullScreen)
property and opening it again. So be sure to have good OnOpen / OnClose
implementations: you have to be able to recreate in OnOpen everything
that was released in OnClose. }
property SwapFullScreen_Key: TKey
read FSwapFullScreen_Key write FSwapFullScreen_Key default K_None;
{ Key to use to close the window.
Set to #0 (default) to disable this functionality.
Suggested value to enable this functionality is CharEscape.
You can freely modify it at any time, even after calling @link(Open). }
property Close_CharKey: char
read FClose_CharKey write FClose_CharKey default #0;
{ The amount of time (in miliseconds) between updating Caption
with current FPS value. Used when FpsShowOnCaption.
Note that updating Caption of the window too often @italic(may) cause
a significant FPS dropdown, in other words: don't set this to too small value.
I once used here value 200. It's 5 times per second,
this didn't seem too often, until once I checked my program
with this turned off and found that my program runs now
much faster (you can see that looking at FpsRealTime
(FpsFrameTime does not change)).
That's why I use here quite big value by default,
DefaultFpsCaptionUpdateInterval.
If you really want to show FPS counts updated more constantly,
you should display them each frame as a text in OpenGL
(like I do in view3dscene). }
property FpsCaptionUpdateInterval: TMilisecTime
read FFpsCaptionUpdateInterval write FFpsCaptionUpdateInterval
default DefaultFpsCaptionUpdateInterval;
{ Configure some options typically used by "demo" applications. }
procedure SetDemoOptions(ASwapFullScreen_Key: TKey;
AClose_CharKey: char;
AFpsShowOnCaption: boolean);
end;
{ @deprecated. In new programs, use TUIContainer as a parameter
for callbacks, and TCastleWindowCustom or TCastleWindow as window class. }
TCastleWindowBase = TUIContainer deprecated;
{ Window with an OpenGL context, most comfortable to render 3D worlds
with 2D controls above. Add your 3D stuff to the scene manager
available in @link(SceneManager) property. Add your 2D stuff
to the @link(TCastleWindowCustom.Controls) property (from ancestor TCastleWindowCustom).
You can directly access the SceneManager and configure it however you like.
You have comfortable @link(Load) method that simply loads a single 3D model
to your world.
If you're looking for analogous Lazarus component
(that does basically the same, but can be placed on a Lazarus form)
see TCastleControl component. }
TCastleWindow = class(TCastleWindowCustom)
private
FSceneManager: TGameSceneManager;
function GetShadowVolumes: boolean;
function GetShadowVolumesRender: boolean;
procedure SetShadowVolumes(const Value: boolean);
procedure SetShadowVolumesRender(const Value: boolean);
function GetNavigationType: TNavigationType;
procedure SetNavigationType(const Value: TNavigationType);
protected
procedure NavigationInfoChanged; virtual;
public
constructor Create(AOwner: TComponent); override;
{ Load a single 3D model to your world
(removing other models, and resetting the camera).
This is nice for simple 3D model browsers, but usually for games you
don't want to use this method --- it's more flexible to create TCastleScene
yourself, and add it to scene manager yourself, see engine examples like
scene_manager_basic.lpr. }
procedure Load(const SceneURL: string);
procedure Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
function MainScene: TCastleScene;
property SceneManager: TGameSceneManager read FSceneManager;
{ See TCastleAbstractViewport.ShadowVolumes. }
property ShadowVolumes: boolean
read GetShadowVolumes write SetShadowVolumes
default TCastleAbstractViewport.DefaultShadowVolumes;
{ See TCastleAbstractViewport.ShadowVolumesRender. }
property ShadowVolumesRender: boolean
read GetShadowVolumesRender write SetShadowVolumesRender default false;
{ Navigation type of the main camera associated with the default SceneManager.
Note that this may not be the only camera used for rendering,
it may not even be used at all (you can do all rendering using
@link(TCastleAbstractViewport)s.
So use this property only if you use only a single default viewport. }
property NavigationType: TNavigationType
read GetNavigationType write SetNavigationType;
end;
TWindowList = class(specialize TFPGObjectList<TCastleWindowCustom>)
private
{ Call wszystkie OnUpdate / OnTimer for all windows on this list.
Using Application.OpenWindows.DoUpdate / DoTimer is a simplest
way for CastleWindow backend to handle these events.
@groupBegin }
procedure DoUpdate;
procedure DoTimer;
{ @groupEnd }
public
{ Simply calls Invalidate on all items. }
procedure Invalidate;
end;
{ Application, managing all open TCastleWindowCustom (OpenGL windows).
This tracks all open instances of TCastleWindowCustom
and implements message loop. It also handles some global tasks
like managing the screen (changing current screen resolution and/or
bit depth etc.)
The only instance of this class should be in @link(Application) variable.
Don't create any other instances of class TCastleApplication, there's no
point in doing that. }
TCastleApplication = class(TComponent)
{ Include CastleWindow-backend-specific parts of
TCastleApplication class. Rules and comments that apply here are
the same as in analogous place at TCastleWindowCustom class,
when read_window_interface is defined. }
{$define read_application_interface}
{$I castlewindow_backend.inc}
{$undef read_application_interface}
private
FOnInitialize: TProcedure;
Initialized: boolean;
FOnUpdate :TUpdateFunc;
FOnTimer :TProcedure;
FTimerMilisec :Cardinal;
FVideoColorBits: integer;
FVideoFrequency: Cardinal;
{ Current window with OpenGL context active.
Update in TCastleWindowCustom.MakeCurrent, also TCastleWindowCustom.Close. }
Current: TCastleWindowCustom;
LastLimitFPSTime: TTimerResult;
FLimitFPS: Single;
FMainWindow: TCastleWindowCustom;
FOpenWindows: TWindowList;
function GetOpenWindows(Index: integer): TCastleWindowCustom;
procedure Initialize;
{ Add new item to OpenWindows.
Windows must not be already on OpenWindows list. }
procedure OpenWindowsAdd(Window: TCastleWindowCustom);
{ Delete window from OpenWindows.
Given Window doesn't have to be on the OpenWindows list. If it is not, this
method is NOOP. This is useful when this is called from TCastleWindowCustom.Close
because TCastleWindowCustom.Close should work even for partially constructed
Windows.
If Window was present on OpenWindows and after removing Window
OpenWindowsCount = 0 and QuitWhenLastWindowClosed then it calls Quit. }
procedure OpenWindowsRemove(Window: TCastleWindowCustom; QuitWhenLastWindowClosed: boolean);
{ Find window on the OpenWindows list. Returns index, or -1 if not found. }
function FindWindow(Window: TCastleWindowCustom): integer;
procedure CreateBackend;
procedure DestroyBackend;
{ The CastleWindow-backend specific part of Quit method implementation.
In non-backend-specific part of Quit we already closed all windows,
so this will be called only when OpenWindowsCount = 0.
So the only things you have to do here is:
- make ProcessMessage to return false
- terminate Run method, if it works (if Run is implemented using
"while ProcessMessage do ;" then the first condition is all that is
really needed)
Note: it is NOT guaranteed that we are inside Run method
when calling this function, i.e. it may be the case that noone ever
called Application.Run (e.g. in @code(kambi_lines) game, where everything is done
using while ProcessMessages do ...), but still it must be valid to call
Quit and QuitWhenNoOpenWindows in such situation.
Also it must be valid to call Quit and QuitWhenNoOpenWindows more
then once. }
procedure QuitWhenNoOpenWindows;
{ This simply checks Assigned(FOnUpdate) and only then calls FOnUpdate.
ALWAYS use this method instead of directly calling FOnUpdate. }
procedure DoSelfUpdate;
{ Same as DoSelfUpdate, but here with FOnTimer. }
procedure DoSelfTimer;
{ Something useful for some CastleWindow backends. This will implement
(in a simple way) calling of DoSelfOpen and OpenWindows.DoTimer.
Declare in TCastleApplication some variable like
LastDoTimerTime: TMilisecTime
initialized to 0. Then just call very often (probably at the same time
you're calling DoSelfUpdate)
MaybeDoTimer(LastDoTimerTime);
This will take care of calling DoSelfTimer and OpenWindows.DoTimer
at the appropriate times. It will use and update LastDoTimerTime,
you shouldn't read or write LastDoTimerTime yourself. }
procedure MaybeDoTimer(var ALastDoTimerTime: TMilisecTime);
{ Just like TCastleWindowCustom.AllowSuspendForInput, except this is for
the whole Application. Returns @true only if all open
windows allow it, and we do not have OnUpdate and OnTimer. }
function AllowSuspendForInput: boolean;
procedure DoLimitFPS;
procedure SetMainWindow(const Value: TCastleWindowCustom);
public
{ If VideoResize, then next VideoChange call will
try to resize the screen to given VideoResizeWidth /
VideoResizeHeight. Otherwise, next TryVideoChange and VideoChange will
use default screen size.
@groupBegin }
VideoResize : boolean;
VideoResizeWidth,
VideoResizeheight : integer;
{ @groupEnd }
procedure Notification(AComponent: TComponent; Operation: TOperation); override;
{ Color bits per pixel that will be set by next VideoChange call,
and that are tried to be used at TCastleWindowCustom.Open.
Zero means that system default is used. }
property VideoColorBits: integer read FVideoColorBits write FVideoColorBits default 0;
{ Video frequency to set in next VideoChange call.
Leave as 0 to use system default. }
property VideoFrequency: Cardinal read FVideoFrequency write FVideoFrequency default 0;
{ Describe the changes recorded in variables VideoXxx,
used by VideoChange and TryVideoChange.
This is a multiline string, each line is indented by 2 spaces,
always ends with CastleUtils.NL. }
function VideoSettingsDescribe: string;
{ Change the screen size, color bits and such, following the directions
you set in VideoColorBits, VideoResize,
VideoResizeWidth / VideoResizeHeight, and VideoFrequency variables.
Returns @true if success. }
function TryVideoChange: boolean;
{ Change the screen size, color bits and such, following the directions
you set in VideoColorBits, VideoResize,
VideoResizeWidth / VideoResizeHeight, and VideoFrequency variables.
This actually just calls TryVideoChange and checks the result.
If not success: if OnErrorWarnUserAndContinue then we'll display
a warning and continue. If not OnErrorWarnUserAndContinue then
we'll raise an Exception.
@raises(Exception If video mode change failed,
and OnErrorWarnUserAndContinue = false.) }
procedure VideoChange(OnErrorWarnUserAndContinue: boolean);
{ Return default screen video mode.
If you never called TryVideoChange (with success), then this does nothing.
This is automatically called in Application.Destroy,
so at finalization of this unit. This way your game nicely restores
screen resolution for user. }
procedure VideoReset;
function ScreenHeight: integer;
function ScreenWidth: integer;
{ List of all open windows.
@groupBegin }
function OpenWindowsCount: integer;
property OpenWindows[Index: integer]: TCastleWindowCustom read GetOpenWindows;
{ @groupEnd }
{ The backend is initialized. Called only once, at the very beginning
of the game, when we're ready to load everything
and the first OpenGL context is initialized (right before
calling TCastleWindowCustom.OnOpen).
For targets like Android or iOS or browser plugin,
you should not do anything (even reading files) before this callback occurs.
Only when this occurs, we know that external process told us
"Ok, you're ready".
So you should put all the game initialization in an Application.OnInitialize
callback. It will be automatically called by CastleWindow backend
when we're really ready (actually, a little later ---
when OpenGL context is active, to allow you to display progress
bars etc. when loading). }
property OnInitialize: TProcedure read FOnInitialize write FOnInitialize;
{ Continously occuring event.
@seealso TCastleWindowCustom.OnUpdate. }
property OnUpdate: TUpdateFunc read FOnUpdate write FOnUpdate;
{ @deprecated Deprecated name for OnUpdate. }
property OnIdle: TUpdateFunc read FOnUpdate write FOnUpdate; deprecated;
{ Event called approximately after each TimerMilisec miliseconds.
The actual delay may be larger than TimerMilisec miliseconds,
depending on how the program (and OS) is busy.
You can of course change TimerMilisec (and OnTimer) even
when some windows are already open.
@groupBegin }
property OnTimer: TProcedure read FOnTimer write FOnTimer;
property TimerMilisec: Cardinal read FTimerMilisec write FTimerMilisec default 1000;
{ @groupEnd }
{ Main window used for various purposes.
On targets when only one TCastleWindowCustom instance makes sense
(like Android), set this to the reference of that window.
It is also used by TWindowProgressInterface to display progress bar. }
property MainWindow: TCastleWindowCustom read FMainWindow write SetMainWindow;
{ Process messages from the window system.
You have to call this repeatedly to process key presses,
mouse events, redraws and everything else.
Messages are processed and appropriate window callbacks are called,
like TCastleWindowCustom.OnRender,
TCastleWindowCustom.OnUpdate,
TCastleWindowCustom.OnKeyPress and many others.
For simple programs calling the @link(Run) method is usually
the best solution, @link(Run) just calls ProcessMessage in a loop.
Manually using the ProcessMessage method allows you to implement
modal dialog boxes (generally any kind of "display something
until something happens" behavior). Make your own event loop like this:
@longCode(#
while not SomethingHappened do
Application.ProcessMessages(...);
#)
Often this is used together with TGLMode, TGLModeFrozenScreen
and similar utilities from CastleWindowModes unit.
They allow you to temporarily replace window callbacks with new ones,
and later restore the original ones.
This is useful for behavior similar to modal dialog boxes.
Returns @true if we should continue, that is
if @link(Quit) method was not called (directly or by closing
the last window). If you want to check it (if you
allow the user at all to close the application during modal box or such)
you can do:
@longCode(#
while not SomethingHappened do
if not Application.ProcessMessage(...) then
Break;
#)
Do not assume too much about message processing internals.
For example, not all ProcessMessage calls cause redraw, even if redraw
is requested by Invalidate. When we have messages to process,
we generally don't call redraw or even OnUpdate.
@param(WaitForMessage If @true (and some other conditions are met,
for example we do not have to call OnUpdate continuosly)
then we can block, waiting for an event to process.
Set this to @true whenever you can, that is whenever your program
only responds to user inputs (as opposed to making some operations,
like animation or loading or ray-tracing something).
Generally, when @code(SomethingHappened) from the example pseudo-code
above can only be changed by user events (e.g. user has to click
something; nothing happens if user doesn't click for 5 minutes or 5 hours).
This allows to let OS and CPU have some rest, and spend time
on other applications, or just sleep and conserve laptop battery power.
)
@param(WaitToLimitFPS If @true, then we have backup mechanism for
limiting CPU usage. When WaitForMessage mechanism cannot be used
(becasue WaitForMessage is @false or some other conditions disallow it),
and user doesn't throw events at us (we don't want to sleep when user
produces many events e.g. by mouse move),
then we can do a small sleep to stabilize number of ProcessMessage
calls at LimitFPS per second.
Set this to @true whenever you can, that is whenever you don't need
ProcessMessage to return as fast as it can. For example,
when you're displaying some animation, then displaying LimitFPS frames
should be enough. OTOH, if you really do something that should be done
as fast as possible (like loading some file or ray-tracing) you probably
have to set this to @false.
)
}
function ProcessMessage(WaitForMessage, WaitToLimitFPS: boolean): boolean;
{ Processes @italic(all) pending messages. Do not wait for anything.
Contrast this with ProcessMessage method, that processes only a single
event. Or no event at all (when no events were pending and
AllowSuspend = @false). This means that after calling ProcessMessage
once, you may have many messages left in the queue (especially
mouse move together with key presses typically makes a lot of
events). So it's not good to use if you want to react timely to
some user requests, e.g. when you do something time-consuming
and allow user to break the task with Escape key.
ProcessAllMessages is like
calling in a loop ProcessMessage(false, false), ends when
ProcessMessage(false, false) didn't process any message
or when quit was called (or last window closed).
So ProcessAllMessages makes sure we have processed all pending events,
thus we are up-to-date with window system requests. }
function ProcessAllMessages: boolean;
{ Close all open windows, make ProcessMessage return @false,
finish the @link(Run) method (if working), and thus finish the
application work. }
procedure Quit;
{ Run the program using TCastleWindowCustom, by doing the event loop.
Think of it as just a shortcut for "while ProcessMessage do ;".
Note that this does nothing if OpenWindowsCount = 0, that is there
are no open windows. Besides the obvious reason (you didn't call
TCastleWindowCustom.Open on any window...) this may also happen if you called
Close (or Application.Quit) from your window OnOpen / OnResize callback.
In such case no event would probably reach
our program, and user would have no chance to quit, so Run just refuses
to work and exits immediately without any error. }
procedure Run;
function BackendName: string;
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
published
{ Limit the number of (real) frames per second, to not hog the CPU.
Set to zero to not limit.
To be more precise, this limits the number of TCastleApplication.ProcessMessage
calls per second, in situations when we do not have to process any user input.
So we limit not only rendering (TCastleWindowCustom.OnRender)
but also other animation processing (TCastleWindowCustom.OnUpdate) calls per second.
See TCastleApplication.ProcessMessage.
In case of CastleWindow backends when we have to fight with event clogging
(right now only LCL backend, used by default only on Mac OS X)
this is also the "desired number of FPS": we make sure that even
when application is clogged with events (like when dragging with mouse),
we call update (TCastleWindowCustom.OnUpdate) and (if necessary)
draw (TCastleWindowCustom.OnRender and related) at least as often.
When LimitFPS is used for this purpose ("desired number of FPS"),
it is also capped (by MaxDesiredFPS = 100.0). }
property LimitFPS: Single read FLimitFPS write FLimitFPS default DefaultLimitFPS;
end;
{ @deprecated Deprecated name for TCastleApplication. }
TGLApplication = TCastleApplication deprecated;
{ Clipboard for cut / copy / paste of text.
You usually use this by the single global instance @link(Clipboard).
Interface is mostly compatible with LCL clipboard. }
TCastleClipboard = class
private
function GetAsText: string;
procedure SetAsText(const Value: string);
public
property AsText: string read GetAsText write SetAsText;
end;
{ Single global instance of TCastleApplication.
Automatically created / destroyed by CastleWindow unit. }
function Application: TCastleApplication;
{ Single global instance of TCastleClipboard.
Automatically created / destroyed by CastleWindow unit. }
function Clipboard: TCastleClipboard;
{ A simple TCastleWindowCustom.OnResize callback implementation, that sets 2D projection.
You can use it like @code(Window.OnResize := Resize2D;) or just by calling
it directly from your OnResize callback.
It does
@longCode(#
glViewport(Window.Rect);
OrthoProjection(0, Window.Width, 0, Window.Height);
#) }
procedure Resize2D(Container: TUIContainer);
{ Describe given key. Key is given as combination of character code (may be #0)
and Key code (may be K_None), and additional required @code(Modifiers)
(although some modifiers may be already implied by CharKey).
See @link(TMenuItem.Key) and @link(TMenuItem.CharKey) and @link(TMenuItem.Modifiers).
Only when both CharKey = #0 and Key = K_None
then this combination doesn't describe any key, and we return @false.
Otherwise we return @true and set S. }
function KeyString(const CharKey: char; const Key: TKey; const Modifiers: TModifierKeys;
out S: string): boolean;
{$undef read_interface}
{$define read_interface_2}
{$i castlewindowmenu.inc}
{$undef read_interface_2}
implementation
uses CastleParameters, CastleLog, CastleGLVersion, CastleURIUtils, CastleWarnings,
{$define read_implementation_uses}
{$I castlewindow_backend.inc}
{$undef read_implementation_uses}
X3DLoad, Math;
{$define read_implementation}
{$I castlewindowmenu.inc}
{$I castlewindow_backend.inc}
{ TCastleWindowCustom.TContainer ----------------------------------------------------- }
constructor TCastleWindowCustom.TContainer.Create(AParent: TCastleWindowCustom);
begin
inherited Create(nil);
Parent := AParent;
end;
procedure TCastleWindowCustom.TContainer.Invalidate;
begin
Parent.Invalidate;
end;
function TCastleWindowCustom.TContainer.GLInitialized: boolean;
begin
Result := Parent.GLInitialized;
end;
function TCastleWindowCustom.TContainer.Width: Integer;
begin
Result := Parent.Width;
end;
function TCastleWindowCustom.TContainer.Height: Integer;
begin
Result := Parent.Height;
end;
function TCastleWindowCustom.TContainer.Rect: TRectangle;
begin
Result := Parent.Rect;
end;
function TCastleWindowCustom.TContainer.GetMousePosition: TVector2Single;
begin
Result := Parent.MousePosition;
end;
procedure TCastleWindowCustom.TContainer.SetMousePosition(const Value: TVector2Single);
begin
Parent.MousePosition := Value;
end;
function TCastleWindowCustom.TContainer.Dpi: Integer;
begin
Result := Parent.Dpi;
end;
function TCastleWindowCustom.TContainer.MousePressed: TMouseButtons;
begin
Result := Parent.MousePressed;
end;
function TCastleWindowCustom.TContainer.Focused: boolean;
begin
Result := Parent.Focused;
end;
function TCastleWindowCustom.TContainer.Pressed: TKeysPressed;
begin
Result := Parent.Pressed;
end;
function TCastleWindowCustom.TContainer.Fps: TFramesPerSecond;
begin
Result := Parent.Fps;
end;
procedure TCastleWindowCustom.TContainer.SetCursor(const Value: TMouseCursor);
begin
Parent.Cursor := Value;
end;
function TCastleWindowCustom.TContainer.GetTouches(const Index: Integer): TTouch;
begin
Result := Parent.Touches[Index];
end;
function TCastleWindowCustom.TContainer.TouchesCount: Integer;
begin
Result := Parent.TouchesCount;
end;
{ TCastleWindowCustom ---------------------------------------------------------- }
constructor TCastleWindowCustom.Create(AOwner: TComponent);
begin
inherited;
FClosed := true;
FWidth := WindowDefaultSize;
FHeight := WindowDefaultSize;
FLeft := WindowPositionCenter;
FTop := WindowPositionCenter;
FDoubleBuffer := true;
FCaption[cpPublic] := ApplicationName;
FResizeAllowed := raAllowed;
minWidth := 100; maxWidth := 4000;
minHeight := 100; maxHeight := 4000;
DepthBits := DefaultDepthBits;
FCursor := mcDefault;
FMultiSampling := 1;
FVisible := true;
OwnsMainMenu := true;
FDpi := DefaultDpi;
FPressed := TKeysPressed.Create;
FFps := TFramesPerSecond.Create;
FMainMenuVisible := true;
FContainer := TContainer.Create(Self);
Close_CharKey := #0;
SwapFullScreen_Key := K_None;
FpsShowOnCaption := false;
FFpsCaptionUpdateInterval := DefaultFpsCaptionUpdateInterval;
FTouches := TTouchList.Create;
FFocused := true;
CreateBackend;
end;
destructor TCastleWindowCustom.Destroy;
begin
Close; { <- This will be ignored if already Closed }
if OwnsMainMenu then
FreeAndNil(FMainMenu) else
if FMainMenu <> nil then
begin
FMainMenu.ParentWindow := nil; { clear Self from FMainMenu.ParentWindow }
FMainMenu := nil;
end;
FreeAndNil(FFps);
FreeAndNil(FPressed);
FreeAndNil(FContainer);
FreeAndNil(FTouches);
inherited;
end;
procedure TCastleWindowCustom.OpenCore;
begin
if not FClosed then Exit;
try
{ Adjust Left/Top/Width/Height as needed.
Note: calculations below try to correct window geometry but they
can fail to foresee some things. In particular, they do not take
into account a potential menu bar that may be visible when MainMenu <> nil.
E.g., when MainMenu <> nil and implementation supports MainMenu as
menu bar (GTK and WINAPI implementations) and FullScreen then
the actual OpenGL window size will NOT match ScreenWidth/Height,
it will be slightly smaller (menu bar takes some space). }
if Width = WindowDefaultSize then FWidth := Application.ScreenWidth * 4 div 5;
if Height = WindowDefaultSize then FHeight := Application.ScreenHeight * 4 div 5;
Clamp(FWidth , MinWidth , MaxWidth);
Clamp(FHeight, MinHeight, MaxHeight);
if Left = WindowPositionCenter then FLeft := (Application.ScreenWidth - Width ) div 2;
if Top = WindowPositionCenter then FTop := (Application.ScreenHeight - Height) div 2;
{ reset some window state variables }
Pressed.Clear;
fmousePressed := [];
EventOpenCalled := false;
{ Set Closed to false. Before OpenBackend and EventOpen + EventResize,
since they can raise exceptions, and in reaction to it we will cleanly
Close the window. }
FClosed := false;
Invalidated := false;
{ Call OpenBackend. Note that OpenBackend can call DoResize,
it will still be correctly understood. }
OpenBackend;
{ Do MakeCurrent before glViewport and EventOpen. }
MakeCurrent;
GLInformationInitialize;
if Log then
WritelnLogMultiline('OpenGL context initialization', GLInformationString);
if GLVersion.BuggyDepth32 and
(glGetInteger(GL_DEPTH_BITS) >= 32) and
(StencilBits = 0) then
begin
if Log then
WritelnLog('OpenGL context initialization',
'Got >= 32-bit depth buffer, unfortunately it is known to be buggy on this OpenGL implementation. We will try to force 24-bit depth buffer by forcing stencil buffer.');
{ Close the window, increase StencilBits to try to force 24-bit
depth buffer, and call ourselves again.
Checking "StencilBits = 0" above prevents from getting into
an infinite loop here. }
Close({ QuitWhenLastWindowClosed } false);
StencilBits := 8;
OpenCore;
Exit;
end;
{ synchronize glViewport with our Width/Height (note that, because
of ResizeAllowed and MinWidth etc. that can be different than actual window
sizes). }
glViewport(Rect);
{$ifndef OpenGLES}
if ( (AntiAliasing = aa2SamplesNicer) or
(AntiAliasing = aa4SamplesNicer) ) and
GLFeatures.NV_multisample_filter_hint then
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
{$endif}
Application.Initialize;
{ call first EventOpen and EventResize. Zwroc uwage ze te DoResize i DoOpen
MUSZA byc wykonane na samym koncu procedury Open - jak juz wszystko inne
zostalo wykonane. Wszystko po to ze juz w pierwszym OnOpen lub OnResize
moze zostac wywolane Application.ProcessMessages np. w wyniku wywolania w OnOpen
CastleMessages.MessageOk. }
EventOpenCalled := true;
Container.EventOpen(Application.OpenWindowsCount);
{ Check Closed here, in case OnOpen closed the window
(by calling Application.Quit (that calls Close on all windows) or direct Close
on this window). Note that Close calls
CloseBackend and generally has *immediate* effect --- that's why
doing anything more with window now (like MakeCurrent) would be wrong. }
if Closed then Exit;
DoResize(FWidth, FHeight, true);
{ Check Closed here, in case OnResize closed the window. }
if Closed then Exit;
{ to be SURE that current window's gl context is active,
even if someone in EventOpen changed current gl context }
MakeCurrent;
except
Close; raise;
end;
end;
procedure TCastleWindowCustom.Open(const Retry: TGLContextRetryOpenFunc);
begin
try
OpenCore;
except
on E: EGLContextNotPossible do
begin
if Retry(Self) then
Open(Retry) { recursive call } else
raise;
end;
end;
end;
{ Try to lower anti-aliasing (multi-sampling) and shadows (stencil buffer)
requirements and initialize worse GL context. }
function DefaultRetryOpen(Window: TCastleWindowCustom): boolean;
begin
if Window.AntiAliasing <> aaNone then
begin
Window.AntiAliasing := aaNone;
if Log then WritelnLog('OpenGL context', 'OpenGL context cannot be initialized. Multi-sampling (anti-aliasing) turned off, trying to initialize once again.');
Result := true;
end else
if Window.StencilBits > 0 then
begin
Window.StencilBits := 0;
if Log then WritelnLog('OpenGL context', 'OpenGL context cannot be initialized. Stencil buffer (shadow volumes) turned off, trying to initialize once again.');
Result := true;
end else
Result := false;
end;
procedure TCastleWindowCustom.Open;
begin
Open(@DefaultRetryOpen);
end;
procedure TCastleWindowCustom.CloseError(const error: string);
begin
if CloseErrors <> '' then
CloseErrors := CloseErrors + nl + Error else
CloseErrors := Error
end;
procedure TCastleWindowCustom.Close(QuitWhenLastWindowClosed: boolean);
begin
if FClosed then Exit;
try
if EventOpenCalled then
begin
MakeCurrent;
Container.EventClose(Application.OpenWindowsCount);
end;
finally
CloseErrors := '';
CloseBackend;
FClosed := true;
Application.Current := nil;
{ Note: it is important here that OpenWindowsRemove will not raise any error
if Self is not on OpenWindows list. This is useful if the window
was partially constructed.
E.g. when StencilBits was too high and OpenBackend
method raised an exception EGLContextNotPossible. Then this method, Close,
is called, but Self is not on OpenWindows list. And this fact should not be
reported as an error -- error is EGLContextNotPossible ! }
Application.OpenWindowsRemove(Self, QuitWhenLastWindowClosed);
{ Only raise at the end. This way we always go fully through CloseBackend,
regardless of errors.}
if CloseErrors <> '' then
raise Exception.Create('Error while trying to close window ' + CloseErrors);
end;
end;
procedure TCastleWindowCustom.MakeCurrent;
begin
{ Calling BackendMakeCurrent is done very often (before every event,
so a couple of times for every frame). And usually it's useless,
as most games have only 1 open window. }
if Application.Current <> Self then
begin
BackendMakeCurrent;
Application.Current := Self;
end;
end;
procedure TCastleWindowCustom.SetAutoRedisplay(value: boolean);
begin
fAutoRedisplay := value;
if Value then Invalidate;
end;
procedure TCastleWindowCustom.ReleaseAllKeysAndMouse;
var
k: TKey;
mb: CastleKeysMouse.TMouseButton;
{$ifdef CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
mk: TModifierKey;
b: boolean;
{$endif}
begin
{$ifdef CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
{ When CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN, I *HAVE* to use below
SetPrivateModifiersDown. It would be an error to do DoKeyUp(K_Ctrl)
directly when CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN, instead we have to
use SetPrivateModifiersDown(mkCtrl, ...).
This is the only way to make values in PrivateModifiersDown[]
and Pressed[] arrays consistent. }
for mk := Low(mk) to High(mk) do
for b := Low(b) to High(b) do
SetPrivateModifiersDown(mk, b, false);
{$endif CASTLE_WINDOW_USE_PRIVATE_MODIFIERS_DOWN}
{ Since we do DoKeyUp, this should also take care of Characters. }
for k := Low(k) to High(k) do
if Pressed[k] then DoKeyUp(k);
for mb := Low(mb) to High(mb) do if mb in MousePressed then
DoMouseUp(MousePosition, mb);
end;
function TCastleWindowCustom.GetColorBits: Cardinal;
begin
Result := RedBits + GreenBits + BlueBits;
end;
procedure TCastleWindowCustom.SetColorBits(const Value: Cardinal);
begin
RedBits := Value div 3;
BlueBits := Value div 3;
GreenBits := Value - RedBits - BlueBits;
Assert(Value = ColorBits);
end;
procedure TCastleWindowCustom.SetAntiAliasing(const Value: TAntiAliasing);
const
AntiAliasingToMultiSampling: array [TAntiAliasing] of Cardinal =
( 1,
2, 2,
4, 4,
8, 8,
16, 16 );
{ Note: when new GPUs appear that support more samples,
- extend the TAntiAliasing type and related arrays (just recompile to see
where you need to change),
- extend the src/x3d/opengl/glsl/screen_effect_library.glsl
- extend the check for samples in ScreenEffectLibrary in CastleScreenEffects
(this must be synchronized with screen_effect_library.glsl implementation).
}
begin
FAntiAliasing := Value;
MultiSampling := AntiAliasingToMultiSampling[Value];
end;
{ wszystkie zdarzenia TCastleWindowCustom - opakowujace je procedury DoXxx ktore
robia wszystkie rzeczy niezalezne od implementacji dla danego zdarzenia
(m.in. wywoluja EventXxx ktore m.in. wywoluje OnXxx jesli jest assigned).
Implementacje CastleWindow powinny wywolywac te funkcje, NIE wywolywac
bezposrednio EventXxx ani tym bardziej OnXxx !
------------------------------------------------------------------------------------ }
procedure TCastleWindowCustom.DoResize(AWidth, AHeight: integer; FirstResizeAfterOpen: boolean);
begin
{ zabezpiecz sie przed
1) backends where we can't express ResizeAllowed <> raAllowed
2) Windowsem, ktory moze zresizowac nasze okno np. gdy sie nie miescimy na ekranie
3) XWindow-Managerem ktory zawsze moze nas zresizowac, mimo ze prosimy go
zeby tego nie robil.
wiec pod wszystkimi trzema implementacjami musimy sprawdzic warunek ze
albo ResizeAllowed = raAllowed albo naprawde fwidth = w itd.
Sprawdzamy tez czy w i h sa w odpowiednim zakresie minXxx .. maxXxx.
Oczywiscie implementacje powinny starac sie zeby nic spoza tego zakresu do nas
nie dotarlo, ale nigdy nie ma pewnosci. Zwracam uwage, ze wymagamy aby zawsze
minWidth > 0 i minHeight > 0 wiec jednoczesnie ponizej gwarantujemy sobie ze nie
zachodzi sytuacja w = 0 lub h = 0.
Apropos wywolywania DoResize(.., false) z OpenBackend:
zabezpieczamy sie przed tym zawsze. Ale mozna tu odnotowac ze z pewnoscia
OpenBackend moze wywolywac DoResize(.., false) w przypadku
implementacji WINAPI i GTK.
}
{ update FWidth, FHeight.
Below we are explicitly forcing assertions about ResizeAllowed:
when ResizeAllowed
= raNotAllowed: FWidth and FHeight cannot change
= raOnlyAtOpen: FWidth and FHeight can change only at first EventResize
(with FirstResizeAfterOpen = true), at least from the point of view of outside.
Internally, every call to DoResize upto and including FirstResizeAfterOpen call
changes FWidth and FHeight. This allows to accumulate e.g. size changes
caused by FullScreen=true, in case OpenBackend does them by explicitly
calling DoResize, like unix/castlewindow_xlib.inc .
= raAllowed: FWidth and FHeight can change freely
}
if (ResizeAllowed = raAllowed) or
((ResizeAllowed = raOnlyAtOpen) and
(FirstResizeAfterOpen or not EventOpenCalled)) then
begin
FWidth := Clamped(AWidth, MinWidth, MaxWidth);
FHeight := Clamped(AHeight, MinHeight, MaxHeight);
end;
{ do not call EventResize before EventOpen (this check is needed
because OpenBackend is allowed to call DoResize) }
if not EventOpenCalled then Exit;
{ jezeli ResizeAllowed <> raAllowed to nie powinnismy wywolywac EventResize
poza pierwszym razem (gdy FirstResizeAfterOpen).
Kazdy nastepny raz i tak bylby pozbawiony
znaczenia, bo przeciez Width i Height i tak nie ulegly zmianie. }
if (not FirstResizeAfterOpen) and (ResizeAllowed <> raAllowed) then Exit;
MakeCurrent;
Container.EventResize;
end;
procedure TCastleWindowCustom.DoCloseQuery;
begin
MakeCurrent;
if Assigned(OnCloseQuery) then
OnCloseQuery(Container) else
Close;
end;
procedure TCastleWindowCustom.DoRender;
begin
{ We set Invalidated := false before EventRender (that calls OnRender),
because we guarantee that calling Invalidate within OnRender will
cause the redraw in next frame. }
Invalidated := false;
MakeCurrent;
Container.EventBeforeRender;
if Closed then Exit; { check, in case window got closed in the event }
Fps._RenderBegin;
try
Container.EventRender;
if Closed then Exit; { check, in case window got closed in the event }
if GLVersion.BuggySwapNonStandardViewport then
glViewport(Rect);
if DoubleBuffer then SwapBuffers else glFlush;
if AutoRedisplay then Invalidate;
finally Fps._RenderEnd end;
{$ifdef CASTLE_WINDOW_CHECK_GL_ERRORS_AFTER_DRAW} CheckGLErrors('End of TCastleWindowCustom.DoRender'); {$endif}
end;
procedure TCastleWindowCustom.DoKeyDown(Key: TKey; CharKey: char);
function SeekMatchingMenuItem: TMenuItem;
function SeekMe(Entry: TMenuEntry): TMenuItem;
var
i: Integer;
begin
Result := nil;
if Entry is TMenu then
begin
for i := 0 to TMenu(Entry).Count - 1 do
begin
Result := SeekMe(TMenu(Entry).Entries[i]);
if Result <> nil then Break;
end;
end else
if (Entry is TMenuItem) and
TMenuItem(Entry).KeyMatches(Key, CharKey, Pressed.Modifiers) then
Result := TMenuItem(Entry);
end;
begin
if MainMenu <> nil then
Result := SeekMe(MainMenu) else
Result := nil;
end;
var
MatchingMI: TMenuItem;
Event: TInputPressRelease;
begin
Pressed.KeyDown(Key, CharKey);
MatchingMI := SeekMatchingMenuItem;
if (MainMenu <> nil) and
MainMenu.Enabled and
(MatchingMI <> nil) then
begin
if (not MainMenuVisible) or RedirectKeyDownToMenuClick then
DoMenuClick(MatchingMI);
end else
begin
MakeCurrent;
Event := InputKey(MousePosition, Key, CharKey);
Container.EventPress(Event);
if Event.IsKey(Close_CharKey) then
Close else
if Event.IsKey(SwapFullScreen_Key) then
FullScreen := not FullScreen;
end;
end;
procedure TCastleWindowCustom.DoKeyUp(Key: TKey);
var
C: char;
begin
if Pressed[Key] then
begin
{ K_None key is never pressed, DoKeyDown guarentees this }
Assert(Key <> K_None);
Pressed.KeyUp(Key, C);
MakeCurrent;
Container.EventRelease(InputKey(MousePosition, Key, C));
end;
end;
procedure TCastleWindowCustom.DoMotion(const Event: TInputMotion);
begin
MakeCurrent;
Container.EventMotion(Event);
if Event.FingerIndex = 0 then
{ change FMousePosition *after* EventMotion, callbacks may depend on it }
FMousePosition := Event.Position;
FTouches.FingerIndexPosition[Event.FingerIndex] := Event.Position;
end;
procedure TCastleWindowCustom.DoMouseDown(const Position: TVector2Single;
Button: CastleKeysMouse.TMouseButton; const FingerIndex: TFingerIndex);
var
Event: TInputPressRelease;
begin
if FingerIndex = 0 then
begin
FMousePosition := Position;
Include(FMousePressed, Button);
end;
MakeCurrent;
Event := InputMouseButton(Position, Button, FingerIndex);
Container.EventPress(Event);
FTouches.FingerIndexPosition[Event.FingerIndex] := Event.Position;
end;
procedure TCastleWindowCustom.DoMouseUp(const Position: TVector2Single;
Button: CastleKeysMouse.TMouseButton; const FingerIndex: TFingerIndex;
const TrackReleased: boolean);
var
Event: TInputPressRelease;
begin
if FingerIndex = 0 then
begin
FMousePosition := Position;
Exclude(FMousePressed, Button);
end;
MakeCurrent;
Event := InputMouseButton(Position, Button, FingerIndex);
Container.EventRelease(Event);
if TrackReleased then
FTouches.FingerIndexPosition[Event.FingerIndex] := Event.Position else
FTouches.RemoveFingerIndex(Event.FingerIndex);
end;
procedure TCastleWindowCustom.DoMouseWheel(const Scroll: Single; const Vertical: boolean);
begin
MakeCurrent;
Container.EventPress(InputMouseWheel(MousePosition, Scroll, Vertical));
end;
procedure TCastleWindowCustom.DoUpdate;
begin
Fps._UpdateBegin;
MakeCurrent;
Container.EventUpdate;
{ show FPS on caption once FpsCaptionUpdateInterval passed }
if FpsShowOnCaption and
((lastFpsOutputTick = 0) or
(TimeTickDiff(lastFpsOutputTick, GetTickCount) >= FpsCaptionUpdateInterval)) then
begin
LastFpsOutputTick := GetTickCount;
SetCaption(cpFps, Format(' - FPS : %f (real : %f)', [Fps.FrameTime, Fps.RealTime]));
end;
end;
procedure TCastleWindowCustom.DoTimer;
begin
MakeCurrent;
if Assigned(OnTimer) then
OnTimer(Container);
end;
procedure TCastleWindowCustom.DoMenuClick(Item: TMenuItem);
begin
if (MainMenu <> nil) and (not MainMenu.Enabled) then Exit;
MakeCurrent;
if Item.DoClick then Exit;
{ Maybe Item.DoClick changed current OpenGL context and returned false?
We want to be safe, so we do here MakeCurrent again. }
MakeCurrent;
if Assigned(OnMenuClick) then
OnMenuClick(Container, Item);
end;
procedure TCastleWindowCustom.DoDropFiles(const FileNames: array of string);
begin
MakeCurrent;
if Assigned(OnDropFiles) then
OnDropFiles(Container, FileNames);
end;
function TCastleWindowCustom.AllowSuspendForInput: boolean;
begin
Result := Container.AllowSuspendForInput and
not (Invalidated or Assigned(OnUpdate) or Assigned(OnTimer) or FpsShowOnCaption);
end;
{ Menu things ------------------------------------------------------------ }
procedure TCastleWindowCustom.SetMainMenu(Value: TMenu);
begin
if MainMenu <> Value then
begin
if (not Closed) and ((MainMenu <> nil) <> (Value <> nil)) then
raise EInternalError.Create('While TCastleWindowCustom is not Closed, '+
'you can''t set MainMenu from nil to non-nil or from non-nil to nil');
if FMainMenu <> nil then
begin
MenuFinalize;
FMainMenu.ParentWindow := nil;
end;
FMainMenu := Value;
if FMainMenu <> nil then
begin
FMainMenu.ParentWindow := Self;
MenuInitialize;
end;
end;
end;
{ SaveScreenXx --------------------------------------------------------------- }
function TCastleWindowCustom.SaveScreenBuffer: TColorBuffer;
begin
if DoubleBuffer then
Result := cbBack else
Result := cbFront;
end;
procedure TCastleWindowCustom.SaveScreen(const URL: string);
var
Image: TRGBImage;
begin
Image := SaveScreen;
try
WritelnLog('SaveScreen', 'Screen saved to ' + URL);
SaveImage(Image, URL);
finally FreeAndNil(Image) end;
end;
function TCastleWindowCustom.SaveScreen: TRGBImage;
begin
Result := SaveScreen(Rect);
end;
function TCastleWindowCustom.SaveScreen(const SaveRect: TRectangle): TRGBImage;
begin
Container.EventBeforeRender;
Container.EventRender;
Result := SaveScreen_NoFlush(SaveRect, SaveScreenBuffer);
end;
function TCastleWindowCustom.SaveScreenToGL(const ScalingPossible: boolean): TGLImage;
begin
Result := SaveScreenToGL(Rect, ScalingPossible);
end;
function TCastleWindowCustom.SaveScreenToGL(
const SaveRect: TRectangle;
const ScalingPossible: boolean): TGLImage;
begin
Container.EventBeforeRender;
Container.EventRender;
Result := SaveScreenToGL_NoFlush(SaveRect, SaveScreenBuffer, ScalingPossible);
end;
procedure TCastleWindowCustom.SaveScreenDialog(ProposedURL: string);
begin
if FileDialog('Save screen to file', ProposedURL, false, SaveImage_FileFilters) then
try
SaveScreen(ProposedURL);
except
on E: Exception do MessageOK('Unable to save screen: ' + E.Message, mtError);
end;
end;
function TCastleWindowCustom.FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; FileFilters: TFileFilterList = nil): boolean;
var
FileName: string;
begin
{ calculate FileName from URL }
FileName := URIToFilenameSafe(URL);
if OpenDialog then
FileName := ExtractFilePath(FileName);
Result := BackendFileDialog(Title, FileName, OpenDialog, FileFilters);
if Result then
URL := FilenameToURISafe(FileName);
end;
function TCastleWindowCustom.FileDialog(const Title: string; var URL: string;
OpenDialog: boolean; const FileFilters: string): boolean;
var
FFList: TFileFilterList;
begin
FFList := TFileFilterList.Create(true);
try
FFList.AddFiltersFromString(FileFilters);
Result := FileDialog(Title, URL, OpenDialog, FFList);
finally FreeAndNil(FFList) end;
end;
function TCastleWindowCustom.ColorDialog(var Color: TCastleColor): boolean;
var
Color3: TVector3Single;
begin
Color3 := Vector3SingleCut(Color);
Result := ColorDialog(Color3);
if Result then
Color := Vector4Single(Color3, 1.0);
end;
function TCastleWindowCustom.ColorDialog(var Color: TVector3Byte): boolean;
var
ColorSingle: TVector3Single;
begin
ColorSingle[0] := Color[0] / High(Byte);
ColorSingle[1] := Color[1] / High(Byte);
ColorSingle[2] := Color[2] / High(Byte);
Result := ColorDialog(ColorSingle);
if Result then
Color := Vector3Byte(ColorSingle);
end;
{ OpenAndRun ----------------------------------------------------------------- }
procedure TCastleWindowCustom.OpenAndRun(const ACaption: string; AOnRender: TContainerEvent);
begin
SetPublicCaption(ACaption);
OnRender := AOnRender;
OpenAndRun;
end;
procedure TCastleWindowCustom.OpenAndRun;
begin
Open;
Application.Run;
end;
{ TCastleWindowCustom ParseParameters -------------------------------------------------- }
type
TOptionProcData = record
SpecifiedOptions: TWindowParseOptions;
Window: TCastleWindowCustom;
end;
POptionProcData = ^TOptionProcData;
procedure GeometryOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var ProcData: POptionProcData absolute Data;
procedure ApplyGeometryParam(const geom: string);
var p: integer;
parWidth, parHeight, parXoff, parYoff: integer;
xoffPlus, yoffPlus, sizeSpecified, positionSpecified: boolean;
{ p to znak w stringu geom ktory teraz chcemy czytac.
parWidth i parHeight sa valid tylko o ile sizeSpecified.
parXoff, parYoff, xoffPlus, yoffPlus sa valid tylko o ile positionSpecified.
}
procedure ParseSize;
{ parsuje width i height }
var startp: integer;
begin
sizeSpecified := true;
{width}
startp := p;
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parWidth := StrToInt(CopyPos(geom, startp, p-1));
{height}
if not SCharIs(geom, p, ['x','X']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "x" between WIDTH and HEIGHT');
Inc(p);
startp := p;
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parHeight := StrToInt(CopyPos(geom, startp, p-1));
end;
procedure ParsePosition;
{ parsuje xoff, yoff i koniec stringa. }
var startp: integer;
begin
positionSpecified := true;
{xoff}
if not SCharIs(geom, p, ['-','+']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "-" or "+" before XOFF');
xoffPlus := geom[p] = '+';
Inc(p);
startp := p;
if SCharIs(geom, p, ['-','+']) then Inc(p);
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parXoff := StrToInt(CopyPos(geom, startp, p-1));
{yoff}
if not SCharIs(geom, p, ['-','+']) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected "-" or "+" before YOFF');
yoffPlus := geom[p] = '+';
Inc(p);
startp := p;
if SCharIs(geom, p, ['-','+']) then Inc(p);
while SCharIs(geom, p, ['0'..'9']) do Inc(p);
parYoff := StrToInt(CopyPos(geom, startp, p-1));
{end of string}
if not (p = Length(geom)+1) then
raise EInvalidParams.Create(
'Invalid --geometry parameter : expected end of parameter');
end;
begin
ProcData^.Window.FullScreen := false;
try
sizeSpecified := false;
positionSpecified := false;
p := 1;
if SCharIs(geom, p,['+','-']) then
ParsePosition else
begin
ParseSize;
if p <= Length(geom) then ParsePosition;
end;
{ok, now we can apply what we have}
if sizeSpecified then
begin
ProcData^.Window.Width := parWidth;
ProcData^.Window.Height := parHeight;
end;
if positionSpecified then
begin
if xoffPlus then
ProcData^.Window.Left := parXoff else
ProcData^.Window.Left := Application.ScreenWidth-parXoff-parWidth;
if yoffPlus then
ProcData^.Window.Top := parYoff else
ProcData^.Window.Top := Application.ScreenHeight-parYoff-parHeight;
end;
except
on E: EConvertError do
raise EInvalidParams.Create('Invalid --geometry parameter : '+E.Message);
end;
end;
begin
Include(ProcData^.SpecifiedOptions, poGeometry);
case OptionNum of
0: ProcData^.Window.FullScreen := true;
1: ApplyGeometryParam(Argument);
end;
end;
procedure ScreenGeometryOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var ProcData: POptionProcData absolute Data;
procedure ApplyFullScreenCustomParam(const option: string);
var p: integer;
begin
ProcData^.Window.FullScreen := true;
try
p := CharsPos(['x','X'], option);
if p = 0 then
raise EInvalidParams.Create(
'Invalid --fullscreen-custom parameter - format is not WIDTHxHEIGHT');
Application.VideoResizeWidth := StrToInt(Copy(option, 1, p-1));
Application.VideoResizeHeight := StrToInt(SEnding(option, p+1));
Application.VideoResize := true;
Application.VideoChange(true);
except
on E: EConvertError do
raise EInvalidParams.Create('Invalid --fullscreen-custom parameter : '+E.Message);
end;
end;
begin
Include(ProcData^.SpecifiedOptions, poScreenGeometry);
case OptionNum of
0: ApplyFullScreenCustomParam(Argument);
end;
end;
procedure DisplayOptionProc(OptionNum: Integer; HasArgument: boolean;
const Argument: string; const SeparateArgs: TSeparateArgs; Data: Pointer);
var
ProcData: POptionProcData absolute Data;
begin
Include(ProcData^.SpecifiedOptions, poDisplay);
case OptionNum of
0: {$ifdef CASTLE_WINDOW_XLIB}
if Application.FOpenWindows.Count <> 0 then
WarningWrite(ApplicationName + ': some windows are already open ' +
'so --display option is ignored.') else
Application.XDisplayName := Argument;
{$else}
{$ifdef CASTLE_WINDOW_GTK_2}
Application.XDisplayName := Argument;
{$else}
WarningWrite(ApplicationName + ': warning: --display option is ignored ' +
'when we don''t use directly Xlib');
{$endif}
{$endif}
end;
end;
procedure TCastleWindowCustom.ParseParameters(const AllowedOptions: TWindowParseOptions;
out SpecifiedOptions: TWindowParseOptions);
const
GeometryOptions: array[0..1]of TOption =
( (Short:#0; Long:'fullscreen'; Argument: oaNone),
(short:#0; Long:'geometry'; Argument: oaRequired) );
ScreenGeometryOptions: array[0..0]of TOption =
( (Short:#0; Long:'fullscreen-custom'; Argument: oaRequired) );
DisplayOptions: array[0..0]of TOption =
( (Short:#0; Long:'display'; Argument: oaRequired) );
OptionsForParam: array[TWindowParseOption] of
record
pOptions: POption_Array;
Count: Integer;
OptionProc: TOptionProc;
end =
( ( pOptions: @GeometryOptions;
Count: High(GeometryOptions)+1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} GeometryOptionProc),
( pOptions: @ScreenGeometryOptions;
Count: High(ScreenGeometryOptions) + 1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} ScreenGeometryOptionProc),
( pOptions: @DisplayOptions;
Count: High(DisplayOptions) + 1;
OptionProc: {$ifdef FPC_OBJFPC} @ {$endif} DisplayOptionProc),
( pOptions: nil;
Count: 0;
OptionProc: nil)
);
var
Data: TOptionProcData;
procedure HandleMacOsXProcessSerialNumber;
{$ifdef DARWIN}
var
I: Integer;
begin
for I := 1 to Parameters.Count - 1 do
if IsPrefix('-psn_', Parameters[I], false) then
begin
Parameters.Delete(I);
Include(Data.SpecifiedOptions, poMacOsXProcessSerialNumber);
Exit;
end;
{$else}
begin
{$endif}
end;
var
ParamKind: TWindowParseOption;
begin
Data.SpecifiedOptions := [];
Data.Window := Self;
for ParamKind := Low(ParamKind) to High(ParamKind) do
if ParamKind in AllowedOptions then
begin
if ParamKind = poMacOsXProcessSerialNumber then
HandleMacOsXProcessSerialNumber else
Parameters.Parse(OptionsForParam[ParamKind].pOptions,
OptionsForParam[ParamKind].Count,
OptionsForParam[ParamKind].OptionProc, @Data, true);
end;
SpecifiedOptions := Data.SpecifiedOptions;
end;
procedure TCastleWindowCustom.ParseParameters(const AllowedOptions: TWindowParseOptions);
var
dummy: TWindowParseOptions;
begin
ParseParameters(AllowedOptions, dummy);
end;
class function TCastleWindowCustom.ParseParametersHelp(
const AllowedOptions: TWindowParseOptions;
AddHeader: boolean): string;
const
HelpForParam: array[TWindowParseOption] of string =
(' --geometry WIDTHxHEIGHT<sign>XOFF<sign>YOFF' +nl+
' Set initial window size and/or position' +nl+
' --fullscreen Set initial window size to cover whole screen',
' --fullscreen-custom WIDTHxHEIGHT' +nl+
' Try to resize the screen to WIDTHxHEIGHT and' +nl+
' then set initial window size to cover whole screen',
' --display DISPLAY-NAME' +nl+
' Use given X display name.',
''
);
var
ParamKind: TWindowParseOption;
begin
if AddHeader then
result := 'Window options (backend ' + Application.BackendName + '):' else
result := '';
for ParamKind := Low(ParamKind) to High(ParamKind) do
if (ParamKind in AllowedOptions) and
(ParamKind <> poMacOsXProcessSerialNumber) then
begin
if result <> '' then result += nl;
result += HelpForParam[ParamKind];
end;
end;
{ TCastleWindowCustom miscellaneous -------------------------------------------- }
function TCastleWindowCustom.RequestedBufferAttributes: string;
begin
if DoubleBuffer then
Result := 'double buffered' else
Result := 'single buffered';
if ColorBits > 0 then
Result += Format(', with RGB colors bits (%d, %d, %d) (total %d color bits)', [RedBits, GreenBits, BlueBits, ColorBits]);
if DepthBits > 0 then
Result += Format(', with %d-bits sized depth buffer', [DepthBits]);
if StencilBits > 0 then
Result += Format(', with %d-bits sized stencil buffer', [StencilBits]);
if AlphaBits > 0 then
Result += Format(', with %d-bits sized alpha channel', [AlphaBits]);
if not ZeroVector(FAccumBits) then
Result += Format(', with (%d,%d,%d,%d)-bits sized accumulation buffer',
[FAccumBits[0], FAccumBits[1], FAccumBits[2], FAccumBits[3]]);
if MultiSampling > 1 then
Result += Format(', with multisampling (%d samples)', [MultiSampling]);
end;
procedure TCastleWindowCustom.CheckRequestedBufferAttributes(
const ProviderName: string;
ProvidedStencilBits, ProvidedDepthBits, ProvidedAlphaBits,
ProvidedAccumRedBits, ProvidedAccumGreenBits, ProvidedAccumBlueBits,
ProvidedAccumAlphaBits, ProvidedMultiSampling: Cardinal);
procedure CheckRequestedBits(const Name: string; RequestedBits, ProvidedBits: Cardinal);
begin
if ProvidedBits < RequestedBits then
raise EGLContextNotPossible.CreateFmt('%s provided OpenGL context with %s'
+' %d-bits sized but at least %d-bits sized is required',
[ ProviderName, Name, ProvidedBits, RequestedBits ]);
end;
begin
CheckRequestedBits('stencil buffer', StencilBits, ProvidedStencilBits);
CheckRequestedBits('depth buffer', DepthBits, ProvidedDepthBits);
CheckRequestedBits('alpha channel', AlphaBits, ProvidedAlphaBits);
CheckRequestedBits('accumulation buffer''s red channel' , FAccumBits[0], ProvidedAccumRedBits);
CheckRequestedBits('accumulation buffer''s green channel', FAccumBits[1], ProvidedAccumGreenBits);
CheckRequestedBits('accumulation buffer''s blue channel' , FAccumBits[2], ProvidedAccumBlueBits);
CheckRequestedBits('accumulation buffer''s alpha channel', FAccumBits[3], ProvidedAccumAlphaBits);
{ If MultiSampling <= 1, this means that multisampling not required,
so don't check it. Even if MultiSampling = 1 and ProvidedMultiSampling = 0
(as most backends report no multisampling as num samples = 0), it's all Ok. }
if MultiSampling > 1 then
begin
if ProvidedMultiSampling < MultiSampling then
raise EGLContextNotPossible.CreateFmt('%s provided OpenGL context with %d ' +
'samples for multisampling (<= 1 means that no multisampling was provided) ' +
'but at last %d samples for multisampling is required',
[ ProviderName, ProvidedMultiSampling, MultiSampling ]);
end;
end;
procedure TCastleWindowCustom.MenuUpdateBegin;
begin
{ MenuUpdateNeedsInitialize = false always when MenuUpdateInside = 0. }
Assert((MenuUpdateInside <> 0) or (not MenuUpdateNeedsInitialize));
Inc(MenuUpdateInside);
end;
procedure TCastleWindowCustom.MenuUpdateEnd;
begin
Dec(MenuUpdateInside);
if (MenuUpdateInside = 0) and MenuUpdateNeedsInitialize then
begin
MenuUpdateNeedsInitialize := false;
{ We could also manually call BackendMenuInitialize now,
as we know MenuUpdateInside = 0. But MenuInitialize takes
care also about some checks and updating MenuInitialized variable. }
MenuInitialize;
end;
end;
procedure TCastleWindowCustom.MenuInitialize;
begin
if MenuUpdateInside = 0 then
begin
if (not MenuInitialized) and (not Closed) and MainMenuVisible then
begin
BackendMenuInitialize;
MenuInitialized := true;
end;
end else
MenuUpdateNeedsInitialize := true;
end;
procedure TCastleWindowCustom.MenuFinalize;
begin
{ MenuFinalize ignores MenuUpdateInside state, not needed. }
if MenuInitialized and (not Closed) and MainMenuVisible then
begin
MenuInitialized := false;
BackendMenuFinalize;
end;
end;
procedure TCastleWindowCustom.SimpleSetFullScreen(const Value: boolean);
begin
if FFullScreen <> Value then
begin
FFullScreen := Value;
if not Closed then
begin
Close(false);
if Value then
begin
{ Value is true, so we change FFullScreen from false to true.
Save BeforeFullScreen* now. }
BeforeFullScreenGeometryKnown := true;
BeforeFullScreenLeft := Left;
BeforeFullScreenTop := Top;
BeforeFullScreenWidth := Width;
BeforeFullScreenHeight := Height;
end else
begin
{ We change FFullScreen from true to false.
Set window geometry. Note that BeforeFullScreenGeometryKnown may be false,
if the window was initially opened in FullScreen mode, in which case
we just set default sensible geometry. }
if BeforeFullScreenGeometryKnown then
begin
Left := BeforeFullScreenLeft;
Top := BeforeFullScreenTop;
Width := BeforeFullScreenWidth;
Height := BeforeFullScreenHeight;
end else
begin
Left := WindowPositionCenter;
Top := WindowPositionCenter;
Width := WindowDefaultSize;
Height := WindowDefaultSize;
end;
end;
Open;
end;
end;
end;
procedure TCastleWindowCustom.SwapFullScreen;
begin
FullScreen := not FullScreen;
end;
function TCastleWindowCustom.GetPublicCaption: string;
begin
Result := FCaption[cpPublic];
end;
procedure TCastleWindowCustom.SetPublicCaption(const Value: string);
begin
SetCaption(cpPublic, Value);
end;
function TCastleWindowCustom.GetWholeCaption: string;
begin
Result := FCaption[cpPublic] + FCaption[cpFps];
end;
function TCastleWindowCustom.Rect: TRectangle;
begin
Result := Rectangle(0, 0, Width, Height);
end;
function TCastleWindowCustom.GLInitialized: boolean;
begin
Result := not Closed;
end;
procedure TCastleWindowCustom.PostRedisplay;
begin
Invalidate;
end;
{$ifndef CASTLE_WINDOW_LIBRARY}
{$ifndef CASTLE_WINDOW_LCL}
procedure TCastleWindowCustom.Invalidate;
begin
if not Closed then Invalidated := true;
end;
{$endif}
{$endif}
function TCastleWindowCustom.GetRenderStyle: TRenderStyle;
begin
Result := Container.RenderStyle;
end;
procedure TCastleWindowCustom.SetRenderStyle(const Value: TRenderStyle);
begin
Container.RenderStyle := Value;
end;
function TCastleWindowCustom.Controls: TUIControlList;
begin
Result := Container.Controls;
end;
function TCastleWindowCustom.GetOnOpen: TContainerEvent;
begin
Result := Container.OnOpen;
end;
procedure TCastleWindowCustom.SetOnOpen(const Value: TContainerEvent);
begin
Container.OnOpen := Value;
end;
function TCastleWindowCustom.GetOnOpenObject: TContainerObjectEvent;
begin
Result := Container.OnOpenObject;
end;
procedure TCastleWindowCustom.SetOnOpenObject(const Value: TContainerObjectEvent);
begin
Container.OnOpenObject := Value;
end;
function TCastleWindowCustom.GetOnBeforeRender: TContainerEvent;
begin
Result := Container.OnBeforeRender;
end;
procedure TCastleWindowCustom.SetOnBeforeRender(const Value: TContainerEvent);
begin
Container.OnBeforeRender := Value;
end;
function TCastleWindowCustom.GetOnRender: TContainerEvent;
begin
Result := Container.OnRender;
end;
procedure TCastleWindowCustom.SetOnRender(const Value: TContainerEvent);
begin
Container.OnRender := Value;
end;
function TCastleWindowCustom.GetOnResize: TContainerEvent;
begin
Result := Container.OnResize;
end;
procedure TCastleWindowCustom.SetOnResize(const Value: TContainerEvent);
begin
Container.OnResize := Value;
end;
function TCastleWindowCustom.GetOnClose: TContainerEvent;
begin
Result := Container.OnClose;
end;
procedure TCastleWindowCustom.SetOnClose(const Value: TContainerEvent);
begin
Container.OnClose := Value;
end;
function TCastleWindowCustom.GetOnCloseObject: TContainerObjectEvent;
begin
Result := Container.OnCloseObject;
end;
procedure TCastleWindowCustom.SetOnCloseObject(const Value: TContainerObjectEvent);
begin
Container.OnCloseObject := Value;
end;
function TCastleWindowCustom.GetOnUpdate: TContainerEvent;
begin
Result := Container.OnUpdate;
end;
procedure TCastleWindowCustom.SetOnUpdate(const Value: TContainerEvent);
begin
Container.OnUpdate := Value;
end;
function TCastleWindowCustom.GetOnPress: TInputPressReleaseEvent;
begin
Result := Container.OnPress;
end;
procedure TCastleWindowCustom.SetOnPress(const Value: TInputPressReleaseEvent);
begin
Container.OnPress := Value;
end;
function TCastleWindowCustom.GetOnRelease: TInputPressReleaseEvent;
begin
Result := Container.OnRelease;
end;
procedure TCastleWindowCustom.SetOnRelease(const Value: TInputPressReleaseEvent);
begin
Container.OnRelease := Value;
end;
function TCastleWindowCustom.GetOnMotion: TInputMotionEvent;
begin
Result := Container.OnMotion;
end;
procedure TCastleWindowCustom.SetOnMotion(const Value: TInputMotionEvent);
begin
Container.OnMotion := Value;
end;
procedure TCastleWindowCustom.SetDemoOptions(ASwapFullScreen_Key: TKey;
AClose_CharKey: char;
AFpsShowOnCaption: boolean);
begin
SwapFullScreen_Key := ASwapFullScreen_Key;
Close_CharKey := AClose_CharKey;
FpsShowOnCaption := AFpsShowOnCaption;
end;
function TCastleWindowCustom.GetTouches(const Index: Integer): TTouch;
begin
Result := FTouches[Index];
end;
function TCastleWindowCustom.TouchesCount: Integer;
begin
Result := FTouches.Count;
end;
{ TWindowSceneManager -------------------------------------------------------- }
type
{ TGameSceneManager extended to automatically call Owner.NavigationInfoChanged
when necessary.
Owner must *always* be a TCastleWindow instance (this is guaranteed
as this is a private class, only created here). }
TWindowSceneManager = class(TGameSceneManager)
public
procedure BoundNavigationInfoChanged; override;
end;
procedure TWindowSceneManager.BoundNavigationInfoChanged;
begin
{ Owner will be automatically switched to nil when freeing us
by TComponent ownership mechanism (TComponent.Remove). }
if Owner <> nil then
(Owner as TCastleWindow).NavigationInfoChanged;
inherited;
end;
{ TCastleWindow ------------------------------------------------------- }
constructor TCastleWindow.Create(AOwner: TComponent);
begin
inherited;
FSceneManager := TWindowSceneManager.Create(Self);
{ SetSubComponent and Name setting below are not really necessary,
but since TCastleWindow is a TComponent descendant, *maybe* in the future
we'll make use of it. }
FSceneManager.SetSubComponent(true);
FSceneManager.Name := 'SceneManager';
Controls.Add(SceneManager);
end;
procedure TCastleWindow.Load(const SceneURL: string);
begin
Load(Load3D(SceneURL, false), true);
end;
procedure TCastleWindow.Load(ARootNode: TX3DRootNode; const OwnsRootNode: boolean);
begin
{ destroy MainScene and Camera, we will recreate them }
SceneManager.MainScene.Free;
SceneManager.MainScene := nil;
SceneManager.Items.Clear;
SceneManager.Camera.Free;
SceneManager.MainScene := TCastleScene.Create(Self);
SceneManager.MainScene.Load(ARootNode, OwnsRootNode);
SceneManager.Items.Add(SceneManager.MainScene);
{ initialize octrees titles }
MainScene.TriangleOctreeProgressTitle := 'Building triangle octree';
MainScene.ShapeOctreeProgressTitle := 'Building shape octree';
{ just to make our Camera always non-nil }
SceneManager.Camera := SceneManager.CreateDefaultCamera;
end;
function TCastleWindow.MainScene: TCastleScene;
begin
Result := SceneManager.MainScene;
end;
function TCastleWindow.GetShadowVolumes: boolean;
begin
Result := SceneManager.ShadowVolumes;
end;
procedure TCastleWindow.SetShadowVolumes(const Value: boolean);
begin
SceneManager.ShadowVolumes := Value;
end;
function TCastleWindow.GetShadowVolumesRender: boolean;
begin
Result := SceneManager.ShadowVolumesRender;
end;
procedure TCastleWindow.SetShadowVolumesRender(const Value: boolean);
begin
SceneManager.ShadowVolumesRender := Value;
end;
function TCastleWindow.GetNavigationType: TNavigationType;
begin
if SceneManager.Camera <> nil then
Result := SceneManager.Camera.GetNavigationType else
Result := ntNone;
end;
procedure TCastleWindow.SetNavigationType(const Value: TNavigationType);
begin
if (SceneManager.Camera <> nil) and
(SceneManager.Camera is TUniversalCamera) then
begin
(SceneManager.Camera as TUniversalCamera).NavigationType := Value;
NavigationInfoChanged;
end;
end;
{ TWindowList ------------------------------------------------------------ }
procedure TWindowList.Invalidate;
var
i: Integer;
begin
for i := 0 to Count - 1 do Items[i].Invalidate;
end;
procedure TWindowList.DoUpdate;
var
i: integer;
begin
for i := 0 to Count - 1 do Items[i].DoUpdate;
end;
procedure TWindowList.DoTimer;
var
i: integer;
begin
for i := 0 to Count - 1 do Items[i].DoTimer;
end;
{ --------------------------------------------------------------------------
Generic part of implementation of TCastleApplication,
that does not depend what CASTLE_WINDOW_xxx backend you want. }
var
FApplication: TCastleApplication;
constructor TCastleApplication.Create(AOwner: TComponent);
begin
inherited;
FOpenWindows := TWindowList.Create(false);
FTimerMilisec := 1000;
FLimitFPS := DefaultLimitFPS;
CreateBackend;
end;
destructor TCastleApplication.Destroy;
begin
{ Close any windows possibly open now.
This is necessary --- after destroying Application there would be really
no way for them to close properly (that is, TCastleWindowCustom.CloseBackend
may, and usually will, fail with very strange errors when called
after freeing central Application). }
Quit;
{ unregister free notification from these objects }
MainWindow := nil;
{ nil now the Application variable. For reasoning, see this units
finalization. }
FApplication := nil;
VideoReset;
DestroyBackend;
FreeAndNil(FOpenWindows);
inherited;
end;
procedure TCastleApplication.Initialize;
begin
if not Initialized then
begin
Initialized := true;
if Assigned(OnInitialize) then
OnInitialize();
end;
end;
procedure TCastleApplication.SetMainWindow(const Value: TCastleWindowCustom);
begin
if FMainWindow <> Value then
begin
if FMainWindow <> nil then
FMainWindow.RemoveFreeNotification(Self);
FMainWindow := Value;
if FMainWindow <> nil then
FMainWindow.FreeNotification(Self);
end;
end;
procedure TCastleApplication.Notification(AComponent: TComponent; Operation: TOperation);
begin
inherited;
if (Operation = opRemove) and (AComponent = MainWindow) then
MainWindow := nil;
end;
function TCastleApplication.GetOpenWindows(Index: integer): TCastleWindowCustom;
begin
result := FOpenWindows[Index];
end;
function TCastleApplication.OpenWindowsCount: integer;
begin
result := FOpenWindows.Count;
end;
procedure TCastleApplication.OpenWindowsAdd(Window: TCastleWindowCustom);
begin
FOpenWindows.Add(Window);
end;
procedure TCastleApplication.OpenWindowsRemove(Window: TCastleWindowCustom;
QuitWhenLastWindowClosed: boolean);
begin
if (FOpenWindows.Remove(Window) <> -1) and
(OpenWindowsCount = 0) and QuitWhenLastWindowClosed then Quit;
end;
function TCastleApplication.FindWindow(Window: TCastleWindowCustom): integer;
begin
for result := 0 to OpenWindowsCount-1 do
if OpenWindows[result] = Window then exit;
result := -1;
end;
procedure TCastleApplication.Quit;
var
OldOpenWindowsCount: Integer;
begin
{ We're calling here Close(false) so we will not cause infinite recursive
Quit calls.
Remember that calling Close actually calls Application.OpenWindowsRemove.
In fact, it's guaranteed that calling Close on open
window will remove it from OpenWindows list (we even check it by assert,
otherwise our "while" could never finish).
So the number of open windows will drop during while
(that's why "for I := 0 to OpenWindowsCount - 1 do ..." would be stupid
code here, but "while OpenWindowsCount > 0 ..." is Ok). }
while OpenWindowsCount > 0 do
begin
OldOpenWindowsCount := OpenWindowsCount;
OpenWindows[0].Close(false);
Assert(OpenWindowsCount = OldOpenWindowsCount - 1);
end;
QuitWhenNoOpenWindows;
end;
procedure TCastleApplication.DoSelfUpdate;
begin
if Assigned(FOnUpdate) then FOnUpdate;
end;
procedure TCastleApplication.DoSelfTimer;
begin
if Assigned(FOnTimer) then FOnTimer;
end;
procedure TCastleApplication.MaybeDoTimer(var ALastDoTimerTime: TMilisecTime);
var
Now: TMilisecTime;
begin
Now := GetTickCount;
if ((ALastDoTimerTime = 0) or
(MilisecTimesSubtract(Now, ALastDoTimerTime) >= FTimerMilisec)) then
begin
ALastDoTimerTime := Now;
DoSelfTimer;
FOpenWindows.DoTimer;
end;
end;
function TCastleApplication.AllowSuspendForInput: boolean;
var
I: Integer;
begin
Result := not (Assigned(OnUpdate) or Assigned(OnTimer));
if not Result then Exit;
for I := 0 to OpenWindowsCount - 1 do
begin
Result := OpenWindows[I].AllowSuspendForInput;
if not Result then Exit;
end;
end;
{ TCastleApplication.Video* things ---------------------------------------- }
{$ifndef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
function TCastleApplication.TryVideoChange: boolean;
begin
Result := false;
end;
procedure TCastleApplication.VideoReset;
begin
end;
{$endif not CASTLE_WINDOW_HAS_VIDEO_CHANGE}
function TCastleApplication.VideoSettingsDescribe: string;
begin
Result := '';
if VideoResize then
Result += Format(' Screen size : %dx%d', [VideoResizeWidth, VideoResizeHeight]) + nl;
if VideoColorBits <> 0 then
Result += Format(' Color bits per pixel : %d', [VideoColorBits]) + nl;
if VideoFrequency <> 0 then
Result += Format(' Display frequency : %d', [VideoFrequency]) + nl;
if Result = '' then
Result := ' No display settings change' + nl;
end;
procedure TCastleApplication.VideoChange(OnErrorWarnUserAndContinue: boolean);
var s: string;
begin
if not TryVideoChange then
begin
s := 'Can''t change display settings to : ' + nl + VideoSettingsDescribe;
{$ifndef CASTLE_WINDOW_HAS_VIDEO_CHANGE}
s += ' (changing Video properties not implemented when CastleWindow is '+
'made on top of ' +BackendName +')';
{$endif}
if OnErrorWarnUserAndContinue then
WarningWrite(s+'. Trying to continue anyway.') else
raise Exception.Create(s);
end;
end;
procedure TCastleApplication.DoLimitFPS;
var
NowTime: TTimerResult;
TimeRemainingFloat: Single;
begin
if LimitFPS > 0 then
begin
NowTime := Timer;
{ When this is run for the 1st time, LastLimitFPSTime is zero,
so NowTime - LastLimitFPSTime is huge, so we will not do any Sleep
and only update LastLimitFPSTime.
For the same reason, it is not a problem if you do not call DoLimitFPS
often enough (for example, you do a couple of ProcessMessage calls
without DoLimitFPS for some reason), or when user temporarily sets
LimitFPS to zero and then back to 100.0.
In every case, NowTime - LastLimitFPSTime will be large, and no sleep
will happen. IOW, in the worst case --- we will not limit FPS,
but we will *never* slow down the program when it's not really necessary. }
TimeRemainingFloat :=
{ how long I should wait between _LimitFPS calls }
1 / LimitFPS -
{ how long I actually waited between _LimitFPS calls }
(NowTime - LastLimitFPSTime) / TimerFrequency;
{ Don't do Sleep with too small values.
It's better to have larger FPS values than limit,
than to have them too small. }
if TimeRemainingFloat > 0.001 then
begin
Sleep(Round(1000 * TimeRemainingFloat));
LastLimitFPSTime := Timer;
end else
LastLimitFPSTime := NowTime;
end;
end;
{ global --------------------------------------------------------------------- }
procedure Resize2D(Container: TUIContainer);
begin
glViewport(Container.Rect);
OrthoProjection(0, Container.Width, 0, Container.Height);
end;
function KeyString(const CharKey: char; const Key: TKey;
const Modifiers: TModifierKeys; out S: string): boolean;
begin
if CharKey <> #0 then
begin
S := CharToNiceStr(CharKey, Modifiers, false
{$ifdef CASTLE_WINDOW_LCL} {$ifdef LCLCarbon}, true {$endif} {$endif} );
Result := true;
end else
if Key <> K_None then
begin
S := KeyToStr(Key, Modifiers
{$ifdef CASTLE_WINDOW_LCL} {$ifdef LCLCarbon}, true {$endif} {$endif});
Result := true;
end else
Result := false;
end;
function Application: TCastleApplication;
begin
Result := FApplication;
end;
var
FClipboard: TCastleClipboard;
function Clipboard: TCastleClipboard;
begin
Result := FClipboard;
end;
{ init/fini --------------------------------------------------------------- }
initialization
CastleWindowMenu_Init;
FApplication := TCastleApplication.Create(nil);
FClipboard := TCastleClipboard.Create;
finalization
{ Instead of using FreeAndNil, just call Free.
In our destructor we take care of setting Application variable to @nil,
when it becomes really useless.
Otherwise FreeAndNil first nils, then frees Application, and we really
want to keep Application during first stage of TCastleApplication destruction:
when calling Quit, which may close windows, which may use Application
variable in their Close or CloseBackend implementations. }
Application.Free;
Assert(Application = nil);
FreeAndNil(FClipboard);
{ Order is important: Castlewindowmenu_Fini frees MenuItems, which is needed
by TMenu destructor. And some TCastleWindowCustom instances may be freed
only by Application destructor (when they are owned by Application). }
CastleWindowMenu_Fini;
end.
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