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<title>Castle Game Engine: CastleInputs</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 CastleInputs</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>Functions and Procedures</td><td><a class="section" href="#PasDoc-Types">Types</a></td><td>Constants</td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Key and mouse shortcuts (<a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a>) and global management of them.
<p><a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instance represents a key/mouse shortcut. Instances of this class are spread throughout the engine. We have two different ways of using <a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instance:
<p></p>
<ul class="paragraph_spacing">
<li><p> <b>Global</b>
<p><a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instance with <a class="normal" href="CastleInputs.TInputShortcut.html#Group">TInputShortcut.Group</a> <> igLocal is called "global". Such instance is automatically (at construction) added to <a class="normal" href="CastleInputs.html#InputsAll">InputsAll</a> and <a class="normal" href="CastleInputs.html#InputsGroup">InputsGroup</a>[Group] lists.
<p>The purpose of such global input map is to be able to detect key conflicts, be able to restore whole input map to default, load/save them to the user config file, and so on. All shortcuts used in a typical 3D game, with normal <a class="normal" href="CastleLevels.html">CastleLevels</a> and <a class="normal" href="CastlePlayer.html">CastlePlayer</a> usage, are global.
<p>Global shortcuts are owned (they will be freed by) this unit (more specifically, they will be freed by <a class="normal" href="CastleInputs.html#InputsAll">InputsAll</a>). When creating them, pass <code>Nil</code> to the Owner parameter of constructor <a class="normal" href="CastleInputs.TInputShortcut.html#Create">TInputShortcut.Create</a>. This implies that <a class="normal" href="CastleInputs.html#InputsAll">InputsAll</a> and <a class="normal" href="CastleInputs.html#InputsGroup">InputsGroup</a>[Group] lists will never shrink, which is useful — once added, shortcuts will not disappear. Global <a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instances are always in practice also global variables.
<p>For example <a class="normal" href="CastleSceneManager.html">CastleSceneManager</a> unit contains <a class="normal" href="CastleSceneManager.html#Input_Interact">Input_Interact</a>. For example <a class="normal" href="CastlePlayer.html">CastlePlayer</a> contains many inputs. </p></li>
<li><p> <b>Local</b>
<p><a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instance with <a class="normal" href="CastleInputs.TInputShortcut.html#Group">TInputShortcut.Group</a> = igLocal is called "local". Basically, it means it's a normal component, it's not magically present on any global list, it's not magically managed by any list.
<p>For example <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> contains a number of them like <a class="normal" href="CastleCameras.TWalkCamera.html#Input_Forward">TWalkCamera.Input_Forward</a>.
<p>Although it seems like "global" inputs are such a good idea, there are some reasons for having some inputs "local":
<p></p>
<ul class="compact_spacing">
<li><p>You can set them locally, obviously, not program-wide.</p></li>
<li><p>You can set them from Lazarus object inspector e.g. for cameras.</p></li>
<li><p>We cannot add shortcuts of both <a class="normal" href="CastleCameras.TExamineCamera.html">TExamineCamera</a> and <a class="normal" href="CastleCameras.TWalkCamera.html">TWalkCamera</a> to global, as they would conflict (e.g. "up arrow key" is used by both by default). The <a class="normal" href="CastleInputs.html#InputsAll">InputsAll</a> doesn't have (for now) any mechanism to indicate that only one of the cameras will be in practice used for a given <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>.</p></li>
<li><p>We cannot add shortcuts of <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> descendants also because <a class="normal" href="CastlePlayer.html">CastlePlayer</a> has shortcuts that override camera shortcuts. One day this problem may disappear, when <a class="normal" href="CastlePlayer.TPlayer.html">TPlayer</a> and <a class="normal" href="CastleCameras.TCamera.html">TCamera</a> will become integrated more.</p></li>
</ul>
<p> </p></li>
</ul>
<p>
<p>You create new inputs by simply constructing new <a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instances. Make sure you add all global inputs before calling <code>Config.Load</code>, as some functionality assumes that all shortcuts are already added at the time <code>Config.Load</code> is called. The engine units themselves never call <code>Config.Load</code>, it is left to the final application.
<p>This unit also defines new <a class="normal" href="CastleScript.html">CastleScript</a> function: <code>shortcut</code>, see [<a href="http://castle-engine.sourceforge.net/castle_script.php#function_shortcut">http://castle-engine.sourceforge.net/castle_script.php#function_shortcut</a>].</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a href="CastleKeysMouse.html">CastleKeysMouse</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleClassUtils.html">CastleClassUtils</a></li><li>Classes</li><li>FGL</li><li><a href="CastleConfig.html">CastleConfig</a></li><li><a href="CastleScript.html">CastleScript</a></li><li><a href="CastleUIControls.html">CastleUIControls</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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<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
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<td class="itemname">Class <a class="bold" href="CastleInputs.TInputShortcut.html"><code>TInputShortcut</code></a></td>
<td class="itemdesc">A keyboard and/or mouse shortcut for activating some action.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleInputs.TInputShortcutList.html"><code>TInputShortcutList</code></a></td>
<td class="itemdesc">TODO: Maybe introduce a way to limit (<a class="normal" href="CastleKeysMouse.html#TKey">TKey</a>, or all shortcuts?) to activate only when specific modifier is pressed.</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="CastleInputs.html#TInputGroup">TInputGroup</a></b> = (...);</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="CastleInputs.html#InputsAll">InputsAll</a></b>: <a href="CastleInputs.TInputShortcutList.html">TInputShortcutList</a>;</code></td>
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<tr class="list2">
<td class="itemcode"><code><b><a href="CastleInputs.html#InputsGroup">InputsGroup</a></b>: array [igBasic..High(<a href="CastleInputs.html#TInputGroup">TInputGroup</a>)] of <a href="CastleInputs.TInputShortcutList.html">TInputShortcutList</a>;</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Types</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TInputGroup"></a><code><b>TInputGroup</b> = (...);</code></td>
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<tr><td colspan="1">
<h6 class="description_section">Values</h6>
<ul>
<li>
igLocal: </li>
<li>
igBasic: </li>
<li>
igItems: </li>
<li>
igOther: </li>
</ul>
</td></tr>
</table>
<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="InputsAll"></a><code><b>InputsAll</b>: <a href="CastleInputs.TInputShortcutList.html">TInputShortcutList</a>;</code></td>
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<tr><td colspan="1">
<p>
List of all global inputs. Will be created in initialization and freed in finalization of this unit. All <a class="normal" href="CastleInputs.TInputShortcut.html">TInputShortcut</a> instances will automatically add to this.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="InputsGroup"></a><code><b>InputsGroup</b>: array [igBasic..High(<a href="CastleInputs.html#TInputGroup">TInputGroup</a>)] of <a href="CastleInputs.TInputShortcutList.html">TInputShortcutList</a>;</code></td>
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</td></tr>
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