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<title>Castle Game Engine: CastleControl</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleControl</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Component with OpenGL context suitable for 2D and 3D rendering of "Castle Game Engine".</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>Classes</li><li>SysUtils</li><li>OpenGLContext</li><li>Controls</li><li>Forms</li><li><a href="CastleRectangles.html">CastleRectangles</a></li><li><a href="CastleVectors.html">CastleVectors</a></li><li><a href="CastleKeysMouse.html">CastleKeysMouse</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleTimeUtils.html">CastleTimeUtils</a></li><li>StdCtrls</li><li><a href="CastleUIControls.html">CastleUIControls</a></li><li><a href="CastleCameras.html">CastleCameras</a></li><li><a href="X3DNodes.html">X3DNodes</a></li><li><a href="CastleScene.html">CastleScene</a></li><li><a href="CastleLevels.html">CastleLevels</a></li><li><a href="CastleImages.html">CastleImages</a></li><li><a href="CastleGLVersion.html">CastleGLVersion</a></li><li>pk3DConnexion</li><li><a href="CastleSceneManager.html">CastleSceneManager</a></li><li><a href="CastleGLImages.html">CastleGLImages</a></li><li><a href="CastleGLContainer.html">CastleGLContainer</a></li><li><a href="Castle2DSceneManager.html">Castle2DSceneManager</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
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<th class="itemname">Name</th>
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<td class="itemname">Class <a class="bold" href="CastleControl.TCastleControlCustom.html"><code>TCastleControlCustom</code></a></td>
<td class="itemdesc">OpenGL control, with extensions for "Castle Game Engine", including <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">Controls</a> list for <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a> instances.</td>
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<td class="itemname">Class <a class="bold" href="CastleControl.TControlGameSceneManager.html"><code>TControlGameSceneManager</code></a></td>
<td class="itemdesc">Same as <a class="normal" href="CastleLevels.TGameSceneManager.html">TGameSceneManager</a>, redefined only to work as a sub-component of <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>, otherwise Lazarus fails to update the uses clause correctly and you cannot edit the events of CastleControl1.SceneManager subcomponent.</td>
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<td class="itemname">Class <a class="bold" href="CastleControl.TCastleControl.html"><code>TCastleControl</code></a></td>
<td class="itemdesc">Render 3D world and GUI controls.</td>
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<td class="itemname">Class <a class="bold" href="CastleControl.TControl2DSceneManager.html"><code>TControl2DSceneManager</code></a></td>
<td class="itemdesc">Same as <a class="normal" href="Castle2DSceneManager.T2DSceneManager.html">T2DSceneManager</a>, redefined only to work as a sub-component of <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>, otherwise Lazarus fails to update the uses clause correctly and you cannot edit the events of CastleControl1.SceneManager subcomponent.</td>
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<td class="itemname">Class <a class="bold" href="CastleControl.TCastle2DControl.html"><code>TCastle2DControl</code></a></td>
<td class="itemdesc">Render 2D game world and GUI.</td>
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<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleControl.html#Register">Register</a></b>;</code></td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="CastleControl.html#TControlInputPressReleaseEvent">TControlInputPressReleaseEvent</a></b> = procedure (Sender: TObject; const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>) of object;</code></td>
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<td class="itemcode"><code><b><a href="CastleControl.html#TControlInputMotionEvent">TControlInputMotionEvent</a></b> = procedure (Sender: TObject; const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>) of object;</code></td>
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<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
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<td class="itemcode"><code><b><a href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a></b> = 100.0;</code></td>
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<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
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<td class="itemcode"><code><b><a href="CastleControl.html#LimitFPS">LimitFPS</a></b>: Single = <a href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="Register"></a><code>procedure <b>Register</b>;</code></td>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TControlInputPressReleaseEvent"></a><code><b>TControlInputPressReleaseEvent</b> = procedure (Sender: TObject; const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>) of object;</code></td>
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<td class="itemcode"><a name="TControlInputMotionEvent"></a><code><b>TControlInputMotionEvent</b> = procedure (Sender: TObject; const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>) of object;</code></td>
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<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="DefaultLimitFPS"></a><code><b>DefaultLimitFPS</b> = 100.0;</code></td>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="LimitFPS"></a><code><b>LimitFPS</b>: Single = <a href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
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<p>
Limit the number of (real) frames per second inside <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a> rendering, to not hog the CPU. Set to zero to not limit.
<p>See TCastleWindow.ProcessMessage documentation about WaitToLimitFPS parameter, and see <a class="normal" href="CastleWindow.TCastleApplication.html#LimitFPS">TCastleApplication.LimitFPS</a> documentation.
<p>The mechanism does mean sleeping in your process, so it's a global thing, not just a property of <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>. However, the mechanism is activated only when some <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a> component is used, and only when LCL idle is fired (so we have no pending events, as LCL idle is "lazy" and fires only when process is really idle), and not at Lazarus design time.
<p>When we may be clogged with events (like when using mouse look) this has an additional meaning: it is then used to force TCastleControl.DoUpdate and (if needed) repaint at least this often. So it is not only a limit, it's more like "the desired number of FPS". Although it's capped by MaxDesiredFPS (100), which is applied when <code>LimitFPS</code> > MaxDesiredFPS or when <code>LimitFPS</code> = 0 (which means "infinity").</p>
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