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<title>Castle Game Engine: CastleControls: Class TUIControlFont</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="TUIControlFont"></a><h1 class="cio">Class TUIControlFont</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>
<p class="unitlink">
<a href="CastleControls.html">CastleControls</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TUIControlFont = class(<a class="normal" href="CastleUIControls.TUIRectangularControl.html">TUIRectangularControl</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Base class for all controls inside an OpenGL context using a font.</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="ancestor"><a class="normal" href="CastleUIControls.TUIRectangularControl.html">TUIRectangularControl</a></li>
<li class="thisitem">TUIControlFont</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="CastleControls.TUIControlFont.html#Font">Font</a></b>: <a href="CastleFonts.TCastleFont.html">TCastleFont</a>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TUIControlFont.html#FontChanged">FontChanged</a></b>; virtual;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleControls.TUIControlFont.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TUIControlFont.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleControls.TUIControlFont.html#TooltipExists">TooltipExists</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TUIControlFont.html#TooltipRender">TooltipRender</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TUIControlFont.html#Render">Render</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleControls.TUIControlFont.html#CheckFontChanged">CheckFontChanged</a></b>;</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.TUIControlFont.html#Tooltip">Tooltip</a></b>: string read FTooltip write FTooltip;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleControls.TUIControlFont.html#CustomFont">CustomFont</a></b>: <a href="CastleFonts.TCastleFont.html">TCastleFont</a>
read FCustomFont write SetCustomFont;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleControls.TUIControlFont.html#OwnsCustomFont">OwnsCustomFont</a></b>: boolean
read FOwnsCustomFont write FOwnsCustomFont default false;</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="Font"></a><code>function <b>Font</b>: <a href="CastleFonts.TCastleFont.html">TCastleFont</a>; virtual;</code></td>
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<p>
Font custom to this control. By default this returns <a class="normal" href="CastleControls.html#UIFont">UIFont</a>, you can override this to return your font. It's OK to return here <code>Nil</code> if font is not ready yet, but during Render (when OpenGL context is available) font must be ready.</p>
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<td class="itemcode"><a name="FontChanged"></a><code>procedure <b>FontChanged</b>; virtual;</code></td>
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Called when Font result changed, either by setting <a class="normal" href="CastleControls.TUIControlFont.html#CustomFont">CustomFont</a> or when <a class="normal" href="CastleControls.html#UIFont">UIFont</a> assigned changed.</p>
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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="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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<td class="itemcode"><a name="TooltipExists"></a><code>function <b>TooltipExists</b>: boolean; override;</code></td>
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<td class="itemcode"><a name="TooltipRender"></a><code>procedure <b>TooltipRender</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="CheckFontChanged"></a><code>procedure <b>CheckFontChanged</b>;</code></td>
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<p>
Check does currently used font (see <a class="normal" href="CastleControls.TUIControlFont.html#CustomFont">CustomFont</a>) changed, and eventually call <a class="normal" href="CastleControls.TUIControlFont.html#FontChanged">FontChanged</a> method <i>now</i>.
<p>You only need to explicitly call this in very specific circumstances, when you just changed <a class="normal" href="CastleControls.html#UIFont">UIFont</a> (changing <a class="normal" href="CastleControls.TUIControlFont.html#CustomFont">CustomFont</a> automatically immediately calls <a class="normal" href="CastleControls.TUIControlFont.html#FontChanged">FontChanged</a>) and you want control size to be updated immediately (for example, you need <a class="normal" href="CastleControls.TCastleButton.html#Height">TCastleButton.Height</a> to be immediately valid). Without calling this, it could be updated only at next Render call.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Tooltip"></a><code>property <b>Tooltip</b>: string read FTooltip write FTooltip;</code></td>
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<p>
Tooltip string, displayed when user hovers the mouse over a control.
<p>Note that you can override <a class="normal" href="CastleUIControls.TUIControl.html#TooltipExists">TUIControl.TooltipExists</a> and <a class="normal" href="CastleUIControls.TUIControl.html#TooltipStyle">TUIControl.TooltipStyle</a> and <a class="normal" href="CastleUIControls.TUIControl.html#TooltipRender">TUIControl.TooltipRender</a> to customize the tooltip drawing.</p>
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<td class="itemcode"><a name="CustomFont"></a><code>property <b>CustomFont</b>: <a href="CastleFonts.TCastleFont.html">TCastleFont</a>
read FCustomFont write SetCustomFont;</code></td>
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<p>
When non-nil, this font will be used to draw this control. Otherwise the default <a class="normal" href="CastleControls.html#UIFont">UIFont</a> will be used.</p>
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<td class="itemcode"><a name="OwnsCustomFont"></a><code>property <b>OwnsCustomFont</b>: boolean
read FOwnsCustomFont write FOwnsCustomFont default false;</code></td>
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