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<title>Castle Game Engine: CastleUIControls: Class TUIContainer</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="TUIContainer"></a><h1 class="cio">Class TUIContainer</h1>
<table class="sections wide_list">
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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="CastleUIControls.html">CastleUIControls</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TUIContainer = class abstract(TComponent)</code></p>
<h2 class="description">Description</h2>
<p>
Abstract user interface container. Connects OpenGL context management code with Castle Game Engine controls (<a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>, that is the basis for all our 2D and 3D rendering). When you use <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> (a window) or <a class="normal" href="CastleControl.TCastleControlCustom.html">TCastleControlCustom</a> (Lazarus component), they provide you a non-abstact implementation of <code>TUIContainer</code>.
<p>Basically, this class manages a <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> list.
<p>We pass our inputs (mouse / key events) to these controls. Input goes to the top-most (that is, first on the <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> list) control under the current mouse position (we check control's PositionInside method for this). As long as the event is not handled, we look for next controls under the mouse position.
<p>We also call other methods on every control, like TUIControl.Update, <a class="normal" href="CastleUIControls.TUIControl.html#Render">TUIControl.Render</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="thisitem">TUIContainer</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>procedure <b><a href="CastleUIControls.TUIContainer.html#Notification">Notification</a></b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#SetCursor">SetCursor</a></b>(const Value: <a href="CastleKeysMouse.html#TMouseCursor">TMouseCursor</a>); virtual; abstract;</code></td>
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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="CastleUIControls.TUIContainer.html#GetMousePosition">GetMousePosition</a></b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#SetMousePosition">SetMousePosition</a></b>(const Value: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>); virtual; abstract;</code></td>
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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="CastleUIControls.TUIContainer.html#GetTouches">GetTouches</a></b>(const Index: Integer): <a href="CastleUIControls.TTouch.html">TTouch</a>; virtual; abstract;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleUIControls.TUIContainer.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleUIControls.TUIContainer.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventOpen">EventOpen</a></b>(const OpenWindowsCount: Cardinal); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventClose">EventClose</a></b>(const OpenWindowsCount: Cardinal); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#EventPress">EventPress</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#EventRelease">EventRelease</a></b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventUpdate">EventUpdate</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventMotion">EventMotion</a></b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>); virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#AllowSuspendForInput">AllowSuspendForInput</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventBeforeRender">EventBeforeRender</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventRender">EventRender</a></b>; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#EventResize">EventResize</a></b>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Controls">Controls</a></b>: <a href="CastleUIControls.TUIControlList.html">TUIControlList</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#Invalidate">Invalidate</a></b>; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#GLInitialized">GLInitialized</a></b>: boolean; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Width">Width</a></b>: Integer; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Height">Height</a></b>: Integer; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Rect">Rect</a></b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Dpi">Dpi</a></b>: Integer; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#MousePressed">MousePressed</a></b>: <a href="CastleKeysMouse.html#TMouseButtons">TMouseButtons</a>; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Focused">Focused</a></b>: boolean; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Pressed">Pressed</a></b>: <a href="CastleKeysMouse.TKeysPressed.html">TKeysPressed</a>; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#Fps">Fps</a></b>: <a href="CastleTimeUtils.TFramesPerSecond.html">TFramesPerSecond</a>; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#TouchesCount">TouchesCount</a></b>: Integer; virtual; abstract;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#UpdateFocusAndMouseCursor">UpdateFocusAndMouseCursor</a></b>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleUIControls.TUIContainer.html#IsMousePositionForMouseLook">IsMousePositionForMouseLook</a></b>: boolean;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleUIControls.TUIContainer.html#MakeMousePositionForMouseLook">MakeMousePositionForMouseLook</a></b>;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</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>property <b><a href="CastleUIControls.TUIContainer.html#OnOpen">OnOpen</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnOpen write FOnOpen;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnOpenObject">OnOpenObject</a></b>: <a href="CastleUIControls.html#TContainerObjectEvent">TContainerObjectEvent</a> read FOnOpenObject write FOnOpenObject;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnBeforeRender">OnBeforeRender</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnBeforeRender write FOnBeforeRender;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnRender">OnRender</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnRender write FOnRender;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnResize">OnResize</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnResize write FOnResize;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnClose">OnClose</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnClose write FOnClose;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnCloseObject">OnCloseObject</a></b>: <a href="CastleUIControls.html#TContainerObjectEvent">TContainerObjectEvent</a> read FOnCloseObject write FOnCloseObject;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnPress">OnPress</a></b>: <a href="CastleUIControls.html#TInputPressReleaseEvent">TInputPressReleaseEvent</a> read FOnPress write FOnPress;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnRelease">OnRelease</a></b>: <a href="CastleUIControls.html#TInputPressReleaseEvent">TInputPressReleaseEvent</a> read FOnRelease write FOnRelease;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnMotion">OnMotion</a></b>: <a href="CastleUIControls.html#TInputMotionEvent">TInputMotionEvent</a> read FOnMotion write FOnMotion;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#OnUpdate">OnUpdate</a></b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnUpdate write FOnUpdate;</code></td>
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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>property <b><a href="CastleUIControls.TUIContainer.html#Cursor">Cursor</a></b>: <a href="CastleKeysMouse.html#TMouseCursor">TMouseCursor</a> write <a href="CastleUIControls.TUIContainer.html#SetCursor">SetCursor</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#Focus">Focus</a></b>: <a href="CastleUIControls.TUIControl.html">TUIControl</a> read FFocus;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#TooltipVisible">TooltipVisible</a></b>: boolean read FTooltipVisible;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#TooltipPosition">TooltipPosition</a></b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a> read FTooltipPosition;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#MousePosition">MousePosition</a></b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>
read <a href="CastleUIControls.TUIContainer.html#GetMousePosition">GetMousePosition</a> write <a href="CastleUIControls.TUIContainer.html#SetMousePosition">SetMousePosition</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#Touches">Touches</a></b>[Index:Integer]: <a href="CastleUIControls.TTouch.html">TTouch</a> read <a href="CastleUIControls.TUIContainer.html#GetTouches">GetTouches</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#ForceCaptureInput">ForceCaptureInput</a></b>: <a href="CastleUIControls.TUIControl.html">TUIControl</a>
read FForceCaptureInput write FForceCaptureInput;</code></td>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#RenderStyle">RenderStyle</a></b>: <a href="CastleUIControls.html#TRenderStyle">TRenderStyle</a>
read FRenderStyle write FRenderStyle default rs2D;</code></td>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#TooltipDelay">TooltipDelay</a></b>: <a href="CastleTimeUtils.html#TMilisecTime">TMilisecTime</a> read FTooltipDelay write FTooltipDelay
default <a href="CastleUIControls.html#DefaultTooltipDelay">DefaultTooltipDelay</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><code>property <b><a href="CastleUIControls.TUIContainer.html#TooltipDistance">TooltipDistance</a></b>: Cardinal read FTooltipDistance write FTooltipDistance
default <a href="CastleUIControls.html#DefaultTooltipDistance">DefaultTooltipDistance</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="Notification"></a><code>procedure <b>Notification</b>(AComponent: TComponent; Operation: TOperation); override;</code></td>
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<td class="itemcode"><a name="SetCursor"></a><code>procedure <b>SetCursor</b>(const Value: <a href="CastleKeysMouse.html#TMouseCursor">TMouseCursor</a>); virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetMousePosition"></a><code>function <b>GetMousePosition</b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="SetMousePosition"></a><code>procedure <b>SetMousePosition</b>(const Value: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>); virtual; abstract;</code></td>
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<td class="itemcode"><a name="GetTouches"></a><code>function <b>GetTouches</b>(const Index: Integer): <a href="CastleUIControls.TTouch.html">TTouch</a>; virtual; abstract;</code></td>
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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="EventOpen"></a><code>procedure <b>EventOpen</b>(const OpenWindowsCount: Cardinal); virtual;</code></td>
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Propagate the event to all the <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> and to our own OnXxx callbacks. Usually these are called by a container provider, like <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a> or <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>. But it is also allowed to call them manually to fake given event. </p>
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<td class="itemcode"><a name="EventClose"></a><code>procedure <b>EventClose</b>(const OpenWindowsCount: Cardinal); virtual;</code></td>
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<td class="itemcode"><a name="EventPress"></a><code>function <b>EventPress</b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; virtual;</code></td>
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<td class="itemcode"><a name="EventRelease"></a><code>function <b>EventRelease</b>(const Event: <a href="CastleKeysMouse.TInputPressRelease.html">TInputPressRelease</a>): boolean; virtual;</code></td>
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<td class="itemcode"><a name="EventUpdate"></a><code>procedure <b>EventUpdate</b>; virtual;</code></td>
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<td class="itemcode"><a name="EventMotion"></a><code>procedure <b>EventMotion</b>(const Event: <a href="CastleKeysMouse.TInputMotion.html">TInputMotion</a>); virtual;</code></td>
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<td class="itemcode"><a name="AllowSuspendForInput"></a><code>function <b>AllowSuspendForInput</b>: boolean;</code></td>
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<td class="itemcode"><a name="EventBeforeRender"></a><code>procedure <b>EventBeforeRender</b>; virtual;</code></td>
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<td class="itemcode"><a name="EventRender"></a><code>procedure <b>EventRender</b>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="EventResize"></a><code>procedure <b>EventResize</b>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Controls"></a><code>function <b>Controls</b>: <a href="CastleUIControls.TUIControlList.html">TUIControlList</a>;</code></td>
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<p>
Controls listening for events (user input, resize, and such) of this container.
<p>Usually you explicitly add / delete controls to this list. Also, freeing the control that is on this list automatically removes it from this list (using the TComponent.Notification mechanism).
<p>Controls on the list should be specified in front-to-back order. That is, controls at the beginning of this list are first to catch some events, and are rendered as the last ones (to cover controls beneath them).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Invalidate"></a><code>procedure <b>Invalidate</b>; virtual; abstract;</code></td>
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<p>
Redraw the contents of of this window, at the nearest good time. The redraw will not happen immediately, we will only "make a note" that we should do it soon. Redraw means that we call <a class="normal" href="CastleUIControls.TUIContainer.html#EventBeforeRender">EventBeforeRender</a> (<a class="normal" href="CastleUIControls.TUIContainer.html#OnBeforeRender">OnBeforeRender</a>), <a class="normal" href="CastleUIControls.TUIContainer.html#EventRender">EventRender</a> (<a class="normal" href="CastleUIControls.TUIContainer.html#OnRender">OnRender</a>), then we flush OpenGL commands, swap buffers etc.
<p>Calling this on a closed container (with <a class="normal" href="CastleUIControls.TUIContainer.html#GLInitialized">GLInitialized</a> = <code>False</code>) is allowed and ignored.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GLInitialized"></a><code>function <b>GLInitialized</b>: boolean; virtual; abstract;</code></td>
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Is the OpenGL context initialized.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Width"></a><code>function <b>Width</b>: Integer; virtual; abstract;</code></td>
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<td class="itemcode"><a name="Height"></a><code>function <b>Height</b>: Integer; virtual; abstract;</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>; virtual; abstract;</code></td>
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<td class="itemcode"><a name="Dpi"></a><code>function <b>Dpi</b>: Integer; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MousePressed"></a><code>function <b>MousePressed</b>: <a href="CastleKeysMouse.html#TMouseButtons">TMouseButtons</a>; virtual; abstract;</code></td>
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Mouse buttons currently pressed.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Focused"></a><code>function <b>Focused</b>: boolean; virtual; abstract;</code></td>
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Is the window focused now, which means that keys/mouse events are directed to this window.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Pressed"></a><code>function <b>Pressed</b>: <a href="CastleKeysMouse.TKeysPressed.html">TKeysPressed</a>; virtual; abstract;</code></td>
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Keys currently pressed.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Fps"></a><code>function <b>Fps</b>: <a href="CastleTimeUtils.TFramesPerSecond.html">TFramesPerSecond</a>; virtual; abstract;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TouchesCount"></a><code>function <b>TouchesCount</b>: Integer; virtual; abstract;</code></td>
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<td class="itemcode"><a name="UpdateFocusAndMouseCursor"></a><code>procedure <b>UpdateFocusAndMouseCursor</b>;</code></td>
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Called by controls within this container when something could change the container focused control (or it's cursor) or Focused or MouseLook. In practice, called when TUIControl.Cursor or <a class="normal" href="CastleUIControls.TUIControl.html#PositionInside">TUIControl.PositionInside</a> results change.
<p>This recalculates the focused control and the final cursor of the container, looking at Container's Controls, testing PositionInside with current mouse position, and looking at Cursor property of the focused control.
<p>When you add / remove some control from the Controls list, or when you move mouse (focused changes) this will also be automatically called (since focused control or final container cursor may also change then).</p>
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<td class="itemcode"><a name="IsMousePositionForMouseLook"></a><code>function <b>IsMousePositionForMouseLook</b>: boolean;</code></td>
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Internal for implementing mouse look in cameras.</p>
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<td class="itemcode"><a name="MakeMousePositionForMouseLook"></a><code>procedure <b>MakeMousePositionForMouseLook</b>;</code></td>
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Internal for implementing mouse look in cameras.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="OnOpen"></a><code>property <b>OnOpen</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnOpen write FOnOpen;</code></td>
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These should only be get/set by a container provider, like <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a> or <a class="normal" href="CastleControl.TCastleControl.html">TCastleControl</a>. </p>
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<td class="itemcode"><a name="OnOpenObject"></a><code>property <b>OnOpenObject</b>: <a href="CastleUIControls.html#TContainerObjectEvent">TContainerObjectEvent</a> read FOnOpenObject write FOnOpenObject;</code></td>
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<td class="itemcode"><a name="OnBeforeRender"></a><code>property <b>OnBeforeRender</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnBeforeRender write FOnBeforeRender;</code></td>
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<td class="itemcode"><a name="OnRender"></a><code>property <b>OnRender</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnRender write FOnRender;</code></td>
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<td class="itemcode"><a name="OnResize"></a><code>property <b>OnResize</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnResize write FOnResize;</code></td>
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<td class="itemcode"><a name="OnClose"></a><code>property <b>OnClose</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnClose write FOnClose;</code></td>
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<td class="itemcode"><a name="OnCloseObject"></a><code>property <b>OnCloseObject</b>: <a href="CastleUIControls.html#TContainerObjectEvent">TContainerObjectEvent</a> read FOnCloseObject write FOnCloseObject;</code></td>
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<td class="itemcode"><a name="OnPress"></a><code>property <b>OnPress</b>: <a href="CastleUIControls.html#TInputPressReleaseEvent">TInputPressReleaseEvent</a> read FOnPress write FOnPress;</code></td>
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<td class="itemcode"><a name="OnRelease"></a><code>property <b>OnRelease</b>: <a href="CastleUIControls.html#TInputPressReleaseEvent">TInputPressReleaseEvent</a> read FOnRelease write FOnRelease;</code></td>
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<td class="itemcode"><a name="OnMotion"></a><code>property <b>OnMotion</b>: <a href="CastleUIControls.html#TInputMotionEvent">TInputMotionEvent</a> read FOnMotion write FOnMotion;</code></td>
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<td class="itemcode"><a name="OnUpdate"></a><code>property <b>OnUpdate</b>: <a href="CastleUIControls.html#TContainerEvent">TContainerEvent</a> read FOnUpdate write FOnUpdate;</code></td>
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<td class="itemcode"><a name="Cursor"></a><code>property <b>Cursor</b>: <a href="CastleKeysMouse.html#TMouseCursor">TMouseCursor</a> write <a href="CastleUIControls.TUIContainer.html#SetCursor">SetCursor</a>;</code></td>
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<td class="itemcode"><a name="Focus"></a><code>property <b>Focus</b>: <a href="CastleUIControls.TUIControl.html">TUIControl</a> read FFocus;</code></td>
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Returns the control that should receive input events first, or <code>Nil</code> if none. More precisely, this is the first on Controls list that is enabled and under the mouse cursor. <code>Nil</code> is returned when there's no enabled control under the mouse cursor.</p>
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<td class="itemcode"><a name="TooltipVisible"></a><code>property <b>TooltipVisible</b>: boolean read FTooltipVisible;</code></td>
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When the tooltip should be shown (mouse hovers over a control with a tooltip) then the <code>TooltipVisible</code> is set to <code>True</code>, and <a class="normal" href="CastleUIControls.TUIContainer.html#TooltipPosition">TooltipPosition</a> indicate left-bottom suggested position of the tooltip.
<p>The tooltip is only detected when <a class="normal" href="CastleUIControls.TUIControl.html#TooltipExists">TUIControl.TooltipExists</a>. See <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>. For simple purposes just set <a class="normal" href="CastleControls.TUIControlFont.html#Tooltip">TUIControlFont.Tooltip</a> to something non-empty. </p>
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<td class="itemcode"><a name="TooltipPosition"></a><code>property <b>TooltipPosition</b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a> read FTooltipPosition;</code></td>
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<td class="itemcode"><a name="MousePosition"></a><code>property <b>MousePosition</b>: <a href="CastleVectors.html#TVector2Single">TVector2Single</a>
read <a href="CastleUIControls.TUIContainer.html#GetMousePosition">GetMousePosition</a> write <a href="CastleUIControls.TUIContainer.html#SetMousePosition">SetMousePosition</a>;</code></td>
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<td class="itemcode"><a name="Touches"></a><code>property <b>Touches</b>[Index:Integer]: <a href="CastleUIControls.TTouch.html">TTouch</a> read <a href="CastleUIControls.TUIContainer.html#GetTouches">GetTouches</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ForceCaptureInput"></a><code>property <b>ForceCaptureInput</b>: <a href="CastleUIControls.TUIControl.html">TUIControl</a>
read FForceCaptureInput write FForceCaptureInput;</code></td>
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<p>
Force passing events to given control first, regardless if this control is under mouse cursor. This control also always has <a class="normal" href="CastleUIControls.TUIContainer.html#Focus">focus</a>.
<p>An example when this is useful is when you use camera MouseLook, and the associated viewport does not fill the full window (<a class="normal" href="CastleSceneManager.TCastleAbstractViewport.html#FullSize">TCastleAbstractViewport.FullSize</a> is <code>False</code>, and actual sizes are smaller than window, and may not include window center). In this case you want to make sure that motion events get passed to this control, and that this control has <a class="normal" href="CastleUIControls.TUIContainer.html#Focus">focus</a> (to keep mouse cursor hidden).
<p>This is used only if it is also present on our <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> list, as it doesn't make sense otherwise. We also cannot reliably track it's existence when it's outside our <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> list (and we don't want to eagerly <code>Nil</code> this property automatically).</p>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="RenderStyle"></a><code>property <b>RenderStyle</b>: <a href="CastleUIControls.html#TRenderStyle">TRenderStyle</a>
read FRenderStyle write FRenderStyle default rs2D;</code></td>
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<p>
How <a class="normal" href="CastleUIControls.TUIContainer.html#OnRender">OnRender</a> callback fits within various Render methods of our <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a>.
<p></p>
<ul class="paragraph_spacing">
<li><p>rs2D means that <a class="normal" href="CastleUIControls.TUIContainer.html#OnRender">OnRender</a> is called at the end, after all our <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> (3D and 2D) are drawn.</p></li>
<li><p>rs3D means that <a class="normal" href="CastleUIControls.TUIContainer.html#OnRender">OnRender</a> is called after all other <a class="normal" href="CastleUIControls.TUIContainer.html#Controls">Controls</a> with rs3D draw style, but before any 2D controls.
<p>This is suitable if you want to draw something 3D, that may be later covered by 2D controls.</p></li>
</ul>
<p></p>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="TooltipDelay"></a><code>property <b>TooltipDelay</b>: <a href="CastleTimeUtils.html#TMilisecTime">TMilisecTime</a> read FTooltipDelay write FTooltipDelay
default <a href="CastleUIControls.html#DefaultTooltipDelay">DefaultTooltipDelay</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="published.gif" alt="Published" title="Published"></a></td>
<td class="itemcode"><a name="TooltipDistance"></a><code>property <b>TooltipDistance</b>: Cardinal read FTooltipDistance write FTooltipDistance
default <a href="CastleUIControls.html#DefaultTooltipDistance">DefaultTooltipDistance</a>;</code></td>
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