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<title>Castle Game Engine: CastleControls: Class TCastleDialog</title>
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<a name="TCastleDialog"></a><h1 class="cio">Class TCastleDialog</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleControls.html">CastleControls</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TCastleDialog = class abstract(<a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Dialog box that can display a long text, with automatic vertical scrollbar. You can also add buttons at the bottom. You can also have an input text area. This can be used to make either a modal or non-modal dialog boxes.
<p>See <a class="normal" href="CastleMessages.html">CastleMessages</a> for routines that intensively use this dialog underneath, giving you easy MessageXxx routines that ask user for confirmation and such.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TInputListener.html">TInputListener</a></li>
<li class="ancestor"><a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a></li>
<li class="thisitem">TCastleDialog</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="CastleControls.TCastleDialog.html#Answered">Answered</a></b>: boolean;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleControls.TCastleDialog.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleControls.TCastleDialog.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#Initialize">Initialize</a></b>( const TextList: TStringList; const ATextAlign: <a href="CastleRectangles.html#THorizontalPosition">THorizontalPosition</a>; const AButtons: array of <a href="CastleControls.TCastleButton.html">TCastleButton</a>; const ADrawInputText: boolean; const AInputText: string; const ABackground: <a href="CastleImages.TCastleImage.html">TCastleImage</a>);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#ContainerResize">ContainerResize</a></b>(const AContainerWidth, AContainerHeight: Cardinal); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#GLContextOpen">GLContextOpen</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TCastleDialog.html#Press">Press</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TCastleDialog.html#Release">Release</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TCastleDialog.html#Motion">Motion</a></b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#Update">Update</a></b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleDialog.html#Render">Render</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TCastleDialog.html#PositionInside">PositionInside</a></b>(const Position: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleControls.TCastleDialog.html#InputText">InputText</a></b>: string read FInputText write SetInputText;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="Answered"></a><code><b>Answered</b>: boolean;</code></td>
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<p>
Set this to <code>True</code> to signal that modal dialog window should be closed. This is not magically handled — if you implement a modal dialog box, you should check in your loop whether something set <code>Answered</code> to <code>True</code>.</p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="Initialize"></a><code>procedure <b>Initialize</b>( const TextList: TStringList; const ATextAlign: <a href="CastleRectangles.html#THorizontalPosition">THorizontalPosition</a>; const AButtons: array of <a href="CastleControls.TCastleButton.html">TCastleButton</a>; const ADrawInputText: boolean; const AInputText: string; const ABackground: <a href="CastleImages.TCastleImage.html">TCastleImage</a>);</code></td>
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<p>
Assign display stuff. Call this before adding control to Controls list. ABackground instance becomes owned by this component.</p>
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<td class="itemcode"><a name="ContainerResize"></a><code>procedure <b>ContainerResize</b>(const AContainerWidth, AContainerHeight: Cardinal); override;</code></td>
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<td class="itemcode"><a name="GLContextOpen"></a><code>procedure <b>GLContextOpen</b>; override;</code></td>
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<td class="itemcode"><a name="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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<td class="itemcode"><a name="Press"></a><code>function <b>Press</b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Release"></a><code>function <b>Release</b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Motion"></a><code>function <b>Motion</b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var HandleInput: boolean); override;</code></td>
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<td class="itemcode"><a name="Render"></a><code>procedure <b>Render</b>; override;</code></td>
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<td class="itemcode"><a name="PositionInside"></a><code>function <b>PositionInside</b>(const Position: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="InputText"></a><code>property <b>InputText</b>: string read FInputText write SetInputText;</code></td>
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Input text. Displayed only if DrawInputText.</p>
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