File: CastleControl.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleControl</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<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>
<table class="sections wide_list">
<tr>
<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 &quot;Castle Game Engine&quot;.</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>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="CastleControl.TCastleControlCustom.html"><code>TCastleControlCustom</code></a></td>
<td class="itemdesc">OpenGL control, with extensions for &quot;Castle Game Engine&quot;, including <a class="normal" href="CastleControl.TCastleControlCustom.html#Controls">Controls</a> list for <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a> instances.</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<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>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="CastleControl.TCastleControl.html"><code>TCastleControl</code></a></td>
<td class="itemdesc">Render 3D world and GUI controls.</td>
</tr>
<tr class="list2">
<td class="itemname">Class&nbsp;<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>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="CastleControl.TCastle2DControl.html"><code>TCastle2DControl</code></a></td>
<td class="itemdesc">Render 2D game world and GUI.</td>
</tr>
</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code>procedure <b><a  href="CastleControl.html#Register">Register</a></b>;</code></td>
</tr>
</table>
<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
<table class="summary wide_list">
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
</table>
<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a></b> = 100.0;</code></td>
</tr>
</table>
<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleControl.html#LimitFPS">LimitFPS</a></b>: Single = <a  href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Register"></a><code>procedure <b>Register</b>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<h3 class="detail">Types</h3>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<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>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<h3 class="detail">Constants</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultLimitFPS"></a><code><b>DefaultLimitFPS</b> = 100.0;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<h3 class="detail">Variables</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="LimitFPS"></a><code><b>LimitFPS</b>: Single = <a  href="CastleControl.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
</tr>
<tr><td colspan="1">
<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 &quot;lazy&quot; 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 &quot;the desired number of FPS&quot;. Although it's capped by MaxDesiredFPS (100), which is applied when <code>LimitFPS</code> &gt; MaxDesiredFPS or when <code>LimitFPS</code> = 0 (which means &quot;infinity&quot;).</p>
</td></tr>
</table>
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