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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<title>Castle Game Engine: CastleUIState: Class TUIState</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="TUIState"></a><h1 class="cio">Class TUIState</h1>
<table class="sections wide_list">
<tr>
<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="CastleUIState.html">CastleUIState</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TUIState = class(<a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>)</code></p>
<h2 class="description">Description</h2>
<p>
UI state, a useful singleton to manage the state of your game UI.

<p>Only one state is <i><a class="normal" href="CastleUIState.TUIState.html#Current">current</a></i> at a given time, it can be get or set using the <a class="normal" href="CastleUIState.TUIState.html#Current">TUIState.Current</a> property. (Unless you use <a class="normal" href="CastleUIState.TUIState.html#Push">TUIState.Push</a>, in which case you build a stack of states, all of them are available at the same time.)

<p>Each state has comfortable <a class="normal" href="CastleUIState.TUIState.html#Start">Start</a> and <a class="normal" href="CastleUIState.TUIState.html#Finish">Finish</a> methods that you can override to perform work when state becomes <a class="normal" href="CastleUIState.TUIState.html#Current">current</a>, or stops being <a class="normal" href="CastleUIState.TUIState.html#Current">current</a>. Most importantly, you can add/remove additional state-specific UI controls in <a class="normal" href="CastleUIState.TUIState.html#Start">Start</a> and <a class="normal" href="CastleUIState.TUIState.html#Finish">Finish</a> methods. Add them in <a class="normal" href="CastleUIState.TUIState.html#Start">Start</a> method like <code>StateContainer.Controls.InsertFront(...)</code>, remove them by <code>StateContainer.Controls.Remove(...)</code>.

<p><a class="normal" href="CastleUIState.TUIState.html#Current">Current</a> state is also placed on the list of container controls. (Always <i>under</i> state-specific UI controls you added to container in <a class="normal" href="CastleUIState.TUIState.html#Start">Start</a> method.) This way state is notified about UI events, and can react to them. In case of events that can be &quot;handled&quot; (like TUIControl.Press, TUIControl.Release events) the state is notified about them only if no other state-specific UI control handled them.

<p>This way state can

<p></p>

<ul class="paragraph_spacing">
  <li><p>catch press/release and similar events, when no other state-specific control handled them,</p></li>
  <li><p>catch update, GL context open/close and other useful events,</p></li>
  <li><p>can have it's own render function, to directly draw UI.</p></li>
</ul>

<p>

<p>See the <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a> class for a lot of useful methods that you can override in your state descendants to capture various events.</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">TUIState</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<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="CastleUIState.TUIState.html#AddDataImage">AddDataImage</a></b>(const Path: string): <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>;</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="CastleUIState.TUIState.html#DataGLImage">DataGLImage</a></b>(const Id: <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>): <a  href="CastleGLImages.TGLImage.html">TGLImage</a>;</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="CastleUIState.TUIState.html#DataImageRect">DataImageRect</a></b>(const Id: <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>; const Scale: Single): <a  href="CastleRectangles.TRectangle.html">TRectangle</a>;</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="CastleUIState.TUIState.html#StateContainer">StateContainer</a></b>: <a  href="CastleUIControls.TUIContainer.html">TUIContainer</a>; virtual;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class procedure <b><a  href="CastleUIState.TUIState.html#Push">Push</a></b>(const NewState: <a  href="CastleUIState.TUIState.html">TUIState</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>class procedure <b><a  href="CastleUIState.TUIState.html#Pop">Pop</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>class function <b><a  href="CastleUIState.TUIState.html#StateStackCount">StateStackCount</a></b>: Integer;</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>class constructor <b><a  href="CastleUIState.TUIState.html#Create">Create</a></b>(AOwner: TComponent); override;</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>destructor <b><a  href="CastleUIState.TUIState.html#Destroy">Destroy</a></b>; override;</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="CastleUIState.TUIState.html#Start">Start</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>procedure <b><a  href="CastleUIState.TUIState.html#Finish">Finish</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="CastleUIState.TUIState.html#PositionInside">PositionInside</a></b>(const Position: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</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="CastleUIState.TUIState.html#GLContextOpen">GLContextOpen</a></b>; override;</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="CastleUIState.TUIState.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
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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="CastleUIState.TUIState.html#Current">Current</a></b>: <a  href="CastleUIState.TUIState.html">TUIState</a> read GetCurrent write SetCurrent;</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="CastleUIState.TUIState.html#StateStack">StateStack</a></b> [constIndex:Integer]: <a  href="CastleUIState.TUIState.html">TUIState</a> read GetStateStack;</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="AddDataImage"></a><code>function <b>AddDataImage</b>(const Path: string): <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Adds image to the list of automatically loaded images for this state. Path is automatically wrapped in <a class="normal" href="CastleFilesUtils.html#ApplicationData">ApplicationData</a>(Path) to get URL. The OpenGL image resource (<a class="normal" href="CastleGLImages.TGLImage.html">TGLImage</a>) is loaded when GL context is active, available under <a class="normal" href="CastleUIState.TUIState.html#DataGLImage">DataGLImage</a>(Id). Where Id is the return value of this method.</p>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DataGLImage"></a><code>function <b>DataGLImage</b>(const Id: <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>): <a  href="CastleGLImages.TGLImage.html">TGLImage</a>;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="DataImageRect"></a><code>function <b>DataImageRect</b>(const Id: <a  href="CastleUIState.html#TDataImageId">TDataImageId</a>; const Scale: Single): <a  href="CastleRectangles.TRectangle.html">TRectangle</a>;</code></td>
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&nbsp;</td></tr>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="StateContainer"></a><code>function <b>StateContainer</b>: <a  href="CastleUIControls.TUIContainer.html">TUIContainer</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Container on which state works. By default, this is Application.MainWindow. When the state is <a class="normal" href="CastleUIState.TUIState.html#Current">current</a>, then <a class="normal" href="CastleUIControls.TInputListener.html#Container">Container</a> property (from ancestor, see TUIControl.Container) is equal to this.</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="Push"></a><code>class procedure <b>Push</b>(const NewState: <a  href="CastleUIState.TUIState.html">TUIState</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Pushing the state adds it above the <a class="normal" href="CastleUIState.TUIState.html#Current">Current</a> state.

<p>The <a class="normal" href="CastleUIState.TUIState.html#Current">current</a> state is conceptually at the bottom of state stack, always. When it is nil, then pushing new state sets the <a class="normal" href="CastleUIState.TUIState.html#Current">Current</a> state. Otherwise <a class="normal" href="CastleUIState.TUIState.html#Current">Current</a> state is left as-it-is, new state is added on top.</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="Pop"></a><code>class procedure <b>Pop</b>;</code></td>
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&nbsp;</td></tr>
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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="StateStackCount"></a><code>class function <b>StateStackCount</b>: Integer;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="Create"></a><code>class constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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&nbsp;</td></tr>
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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="Start"></a><code>procedure <b>Start</b>; virtual;</code></td>
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<tr><td colspan="2">
<p>
State becomes <a class="normal" href="CastleUIState.TUIState.html#Current">current</a>. This is called right before adding the state to the <code>StateContainer.Controls</code> list, so the state methods <a class="normal" href="CastleUIState.TUIState.html#GLContextOpen">GLContextOpen</a> and <a class="normal" href="CastleUIControls.TInputListener.html#ContainerResize">ContainerResize</a> will be called next (as for all normal <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>).</p>
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<td class="itemcode"><a name="Finish"></a><code>procedure <b>Finish</b>; virtual;</code></td>
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<tr><td colspan="2">
<p>
State is no longer <a class="normal" href="CastleUIState.TUIState.html#Current">current</a>. This is called after removing the state from the <code>StateContainer.Controls</code> list.

<p>This is always called to finalize the started state. When the <a class="normal" href="CastleUIState.TUIState.html#Current">current</a> state is destroyed, it's <a class="normal" href="CastleUIState.TUIState.html#Finish">Finish</a> is called too. So you can use this method to reliably finalize whatever you initialized in <a class="normal" href="CastleUIState.TUIState.html#Start">Start</a>.</p>
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<td class="itemcode"><a name="PositionInside"></a><code>function <b>PositionInside</b>(const Position: <a  href="CastleVectors.html#TVector2Single">TVector2Single</a>): boolean; override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="GLContextOpen"></a><code>procedure <b>GLContextOpen</b>; override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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&nbsp;</td></tr>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Current"></a><code>property <b>Current</b>: <a  href="CastleUIState.TUIState.html">TUIState</a> read GetCurrent write SetCurrent;</code></td>
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<p>
<code>Current</code> state. In case multiple states are active (only possible if you used <a class="normal" href="CastleUIState.TUIState.html#Push">Push</a> method), this is the bottom state. Setting this resets whole state stack.</p>
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<td class="itemcode"><a name="StateStack"></a><code>property <b>StateStack</b> [constIndex:Integer]: <a  href="CastleUIState.TUIState.html">TUIState</a> read GetStateStack;</code></td>
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&nbsp;</td></tr>
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