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<title>Castle Game Engine: CastleControls: Class TCastleProgressBar</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">
<a name="TCastleProgressBar"></a><h1 class="cio">Class TCastleProgressBar</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>Fields</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>
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<a href="CastleControls.html">CastleControls</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TCastleProgressBar = class(<a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TUIControl description follows</div><p>
Basic user interface control class. All controls derive from this class, overriding chosen methods to react to some events. Various user interface containers (things that directly receive messages from something outside, like operating system, windowing library etc.) implement support for such controls.
<p>Control may handle mouse/keyboard input, see Press and Release methods.
<p>Various methods return boolean saying if input event is handled. The idea is that not handled events are passed to the next control suitable. Handled events are generally not processed more — otherwise the same event could be handled by more than one listener, which is bad. Generally, return <a class="normal" href="CastleUIControls.TInputListener.html#ExclusiveEvents">ExclusiveEvents</a> if anything (possibly) was done (you changed any field value etc.) as a result of this, and only return <code>False</code> when you're absolutely sure that nothing was done by this control.
<p>All screen (mouse etc.) coordinates passed here should be in the usual window system coordinates, that is (0, 0) is left-top window corner. (Note that this is contrary to the usual OpenGL 2D system, where (0, 0) is left-bottom window corner.)</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">TCastleProgressBar</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleControls.TCastleProgressBar.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleControls.TCastleProgressBar.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleProgressBar.html#Render">Render</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleProgressBar.html#GLContextOpen">GLContextOpen</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TCastleProgressBar.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TCastleProgressBar.html#Rect">Rect</a></b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>;</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.TCastleProgressBar.html#Progress">Progress</a></b>: <a href="CastleProgress.TProgress.html">TProgress</a> read FProgress write FProgress;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleControls.TCastleProgressBar.html#Background">Background</a></b>: <a href="CastleImages.TCastleImage.html">TCastleImage</a> read FBackground write SetBackground;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleControls.TCastleProgressBar.html#YPosition">YPosition</a></b>: Single read FYPosition write FYPosition
default <a href="CastleProgress.TProgressUserInterface.html#DefaultBarYPosition">TProgressUserInterface.DefaultBarYPosition</a>;</code></td>
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<h2 class="description">Description</h2>
<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="Render"></a><code>procedure <b>Render</b>; 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="Rect"></a><code>function <b>Rect</b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Progress"></a><code>property <b>Progress</b>: <a href="CastleProgress.TProgress.html">TProgress</a> read FProgress write FProgress;</code></td>
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Progress that rules the position and title displayed.</p>
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<td class="itemcode"><a name="Background"></a><code>property <b>Background</b>: <a href="CastleImages.TCastleImage.html">TCastleImage</a> read FBackground write SetBackground;</code></td>
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Background drawn under the progress bar. May be left unassigned (<code>Nil</code>), in which case you're responsible for making sure some other control (like <a class="normal" href="CastleControls.TCastleSimpleBackground.html">TCastleSimpleBackground</a> or maybe 3D viewport) always covers the screen underneath.
<p>When it's assigned, it's always drawn scaled to cover the whole screen (container). It's owner by this component (it will be automatically freed when necessary).</p>
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<td class="itemcode"><a name="YPosition"></a><code>property <b>YPosition</b>: Single read FYPosition write FYPosition
default <a href="CastleProgress.TProgressUserInterface.html#DefaultBarYPosition">TProgressUserInterface.DefaultBarYPosition</a>;</code></td>
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Vertical positon of the progress bar. 0 means the middle of progress bar is at the bottom of the container, 1 means at the top. 0.5 indicates the middle, and it's the default.
<p>Note that extreme values (0 or 1) mean that bottom or top half of the progress bar doesn't fit on the screen, as this property positions the middle of the progress bar.</p>
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