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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 CastleSceneManager</h1>
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<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>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>
Scene manager (<a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>) and viewport (<a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>) classes.</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>Classes</li><li><a href="CastleVectors.html">CastleVectors</a></li><li><a href="X3DNodes.html">X3DNodes</a></li><li><a href="CastleScene.html">CastleScene</a></li><li><a href="CastleSceneCore.html">CastleSceneCore</a></li><li><a href="CastleCameras.html">CastleCameras</a></li><li><a href="CastleGLShadowVolumes.html">CastleGLShadowVolumes</a></li><li><a href="CastleUIControls.html">CastleUIControls</a></li><li><a href="Castle3D.html">Castle3D</a></li><li><a href="CastleTriangles.html">CastleTriangles</a></li><li><a href="CastleKeysMouse.html">CastleKeysMouse</a></li><li><a href="CastleBoxes.html">CastleBoxes</a></li><li><a href="CastleBackground.html">CastleBackground</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleClassUtils.html">CastleClassUtils</a></li><li><a href="CastleGLShaders.html">CastleGLShaders</a></li><li><a href="CastleGLImages.html">CastleGLImages</a></li><li><a href="CastleTimeUtils.html">CastleTimeUtils</a></li><li>FGL</li><li><a href="CastleSectors.html">CastleSectors</a></li><li><a href="CastleInputs.html">CastleInputs</a></li><li><a href="CastlePlayer.html">CastlePlayer</a></li><li><a href="CastleRectangles.html">CastleRectangles</a></li><li><a href="CastleColors.html">CastleColors</a></li><li>GL</li><li>GLU</li><li>GLExt</li><li><a href="CastleRays.html">CastleRays</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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<th class="itemname">Name</th>
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<td class="itemname">Class <a class="bold" href="CastleSceneManager.TCastleAbstractViewport.html"><code>TCastleAbstractViewport</code></a></td>
<td class="itemdesc">Common abstract class for things that may act as a viewport: <a class="normal" href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a> and <a class="normal" href="CastleSceneManager.TCastleViewport.html">TCastleViewport</a>.</td>
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<td class="itemname">Class <a class="bold" href="CastleSceneManager.TCastleAbstractViewportList.html"><code>TCastleAbstractViewportList</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleSceneManager.TCastleSceneManager.html"><code>TCastleSceneManager</code></a></td>
<td class="itemdesc">Scene manager that knows about all 3D things inside your world.</td>
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<td class="itemname">Class <a class="bold" href="CastleSceneManager.TCastleViewport.html"><code>TCastleViewport</code></a></td>
<td class="itemdesc">Custom 2D viewport showing 3D world.</td>
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<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleSceneManager.html#Register">Register</a></b>;</code></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="CastleSceneManager.html#TRender3DEvent">TRender3DEvent</a></b> = procedure (Viewport: <a href="CastleSceneManager.TCastleAbstractViewport.html">TCastleAbstractViewport</a>; const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>) of object;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#TWorldMoveAllowedEvent">TWorldMoveAllowedEvent</a></b> = procedure (Sender: <a href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>; var Allowed: boolean; const OldPosition, NewPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean) of object;</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="CastleSceneManager.html#Input_Interact">Input_Interact</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_Attack">Input_Attack</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_InventoryShow">Input_InventoryShow</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_InventoryPrevious">Input_InventoryPrevious</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_InventoryNext">Input_InventoryNext</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_UseItem">Input_UseItem</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_DropItem">Input_DropItem</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleSceneManager.html#Input_CancelFlying">Input_CancelFlying</a></b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="Register"></a><code>procedure <b>Register</b>;</code></td>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TRender3DEvent"></a><code><b>TRender3DEvent</b> = procedure (Viewport: <a href="CastleSceneManager.TCastleAbstractViewport.html">TCastleAbstractViewport</a>; const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>) of object;</code></td>
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<td class="itemcode"><a name="TWorldMoveAllowedEvent"></a><code><b>TWorldMoveAllowedEvent</b> = procedure (Sender: <a href="CastleSceneManager.TCastleSceneManager.html">TCastleSceneManager</a>; var Allowed: boolean; const OldPosition, NewPosition: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const BecauseOfGravity: boolean) of object;</code></td>
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<p>
Event for <a class="normal" href="CastleSceneManager.TCastleSceneManager.html#OnMoveAllowed">TCastleSceneManager.OnMoveAllowed</a>.</p>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="Input_Interact"></a><code><b>Input_Interact</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<p>
Key/mouse combination to interact with clickable things in 3D world. More precisely, this input will activate pointing device sensors in VRML/X3D, which are used to touch (click) or drag 3D things. By default this is left mouse button click.
<p>You can change it to any other mouse button or even to key combination. Simply change properties like <a class="normal" href="CastleInputs.TInputShortcut.html#Key1">TInputShortcut.Key1</a> or <a class="normal" href="CastleInputs.TInputShortcut.html#MouseButtonUse">TInputShortcut.MouseButtonUse</a>.</p>
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<td class="itemcode"><a name="Input_Attack"></a><code><b>Input_Attack</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<p>
Key/mouse combination to operate on Player and it's inventory. They are used only when Player is assigned, and only when it's not Dead and not Blocked (see <a class="normal" href="Castle3D.T3DAlive.html#Dead">T3DAlive.Dead</a>, <a class="normal" href="CastlePlayer.TPlayer.html#Blocked">TPlayer.Blocked</a>). Also other <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html">TCastleAbstractViewport</a> rules for processing inputs must be satisfied, of course (<a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html">TCastleAbstractViewport</a> must exist, according to TCastleAbstractViewport.GetExists, and not be paused, see <a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#Paused">TCastleAbstractViewport.Paused</a>). The event must also not be handled first by something else, like camera. </p>
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<td class="itemcode"><a name="Input_InventoryShow"></a><code><b>Input_InventoryShow</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<p>
No key/mouse associated by default.</p>
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<td class="itemcode"><a name="Input_InventoryPrevious"></a><code><b>Input_InventoryPrevious</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><a name="Input_InventoryNext"></a><code><b>Input_InventoryNext</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><a name="Input_UseItem"></a><code><b>Input_UseItem</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<td class="itemcode"><a name="Input_DropItem"></a><code><b>Input_DropItem</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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<p>
No key/mouse associated by default.</p>
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<td class="itemcode"><a name="Input_CancelFlying"></a><code><b>Input_CancelFlying</b>: <a href="CastleInputs.TInputShortcut.html">TInputShortcut</a>;</code></td>
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No key/mouse associated by default.</p>
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