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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="TCastleApplication"></a><h1 class="cio">Class TCastleApplication</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><a class="section" href="#PasDoc-Fields">Fields</a></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="CastleWindow.html">CastleWindow</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TCastleApplication = class(TComponent)</code></p>
<h2 class="description">Description</h2>
<p>
Application, managing all open <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> (OpenGL windows). This tracks all open instances of <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> and implements message loop. It also handles some global tasks like managing the screen (changing current screen resolution and/or bit depth etc.)
<p>The only instance of this class should be in <a class="normal" href="CastleWindow.html#Application">Application</a> variable. Don't create any other instances of class <code>TCastleApplication</code>, there's no point in doing that.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="thisitem">TCastleApplication</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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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><b><a href="CastleWindow.TCastleApplication.html#VideoResize">VideoResize</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><b><a href="CastleWindow.TCastleApplication.html#VideoResizeWidth">VideoResizeWidth</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><b><a href="CastleWindow.TCastleApplication.html#VideoResizeheight">VideoResizeheight</a></b>: integer;</code></td>
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</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleWindow.TCastleApplication.html#Notification">Notification</a></b>(AComponent: TComponent; Operation: TOperation); 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>function <b><a href="CastleWindow.TCastleApplication.html#VideoSettingsDescribe">VideoSettingsDescribe</a></b>: string;</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="CastleWindow.TCastleApplication.html#TryVideoChange">TryVideoChange</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="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a></b>(OnErrorWarnUserAndContinue: 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="CastleWindow.TCastleApplication.html#VideoReset">VideoReset</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="CastleWindow.TCastleApplication.html#ScreenHeight">ScreenHeight</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>function <b><a href="CastleWindow.TCastleApplication.html#ScreenWidth">ScreenWidth</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>function <b><a href="CastleWindow.TCastleApplication.html#OpenWindowsCount">OpenWindowsCount</a></b>: integer;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a></b>(WaitForMessage, WaitToLimitFPS: boolean): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleWindow.TCastleApplication.html#ProcessAllMessages">ProcessAllMessages</a></b>: boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleWindow.TCastleApplication.html#Quit">Quit</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleWindow.TCastleApplication.html#Run">Run</a></b>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleWindow.TCastleApplication.html#BackendName">BackendName</a></b>: string;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleWindow.TCastleApplication.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleWindow.TCastleApplication.html#Destroy">Destroy</a></b>; override;</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="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleWindow.TCastleApplication.html#XDisplayName">XDisplayName</a></b>: string read FXDisplayName write FXDisplayName;</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="CastleWindow.TCastleApplication.html#VideoColorBits">VideoColorBits</a></b>: integer read FVideoColorBits write FVideoColorBits default 0;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleWindow.TCastleApplication.html#VideoFrequency">VideoFrequency</a></b>: Cardinal read FVideoFrequency write FVideoFrequency default 0;</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="CastleWindow.TCastleApplication.html#OpenWindows">OpenWindows</a></b>[Index:integer]: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> read GetOpenWindows;</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="CastleWindow.TCastleApplication.html#OnInitialize">OnInitialize</a></b>: TProcedure read FOnInitialize write FOnInitialize;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleWindow.TCastleApplication.html#OnUpdate">OnUpdate</a></b>: <a href="CastleWindow.html#TUpdateFunc">TUpdateFunc</a> read FOnUpdate write FOnUpdate;</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="CastleWindow.TCastleApplication.html#OnIdle">OnIdle</a></b>: <a href="CastleWindow.html#TUpdateFunc">TUpdateFunc</a> read FOnUpdate write FOnUpdate; deprecated;</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="CastleWindow.TCastleApplication.html#OnTimer">OnTimer</a></b>: TProcedure read FOnTimer write FOnTimer;</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="CastleWindow.TCastleApplication.html#TimerMilisec">TimerMilisec</a></b>: Cardinal read FTimerMilisec write FTimerMilisec default 1000;</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="CastleWindow.TCastleApplication.html#MainWindow">MainWindow</a></b>: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> read FMainWindow write SetMainWindow;</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="CastleWindow.TCastleApplication.html#LimitFPS">LimitFPS</a></b>: Single read FLimitFPS write FLimitFPS default <a href="CastleWindow.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
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</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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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="VideoResize"></a><code><b>VideoResize</b>: boolean;</code></td>
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<p>
If <code>VideoResize</code>, then next <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a> call will try to resize the screen to given <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeWidth">VideoResizeWidth</a> / <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeheight">VideoResizeHeight</a>. Otherwise, next <a class="normal" href="CastleWindow.TCastleApplication.html#TryVideoChange">TryVideoChange</a> and <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a> will use default screen size. </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="VideoResizeWidth"></a><code><b>VideoResizeWidth</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"><a name="VideoResizeheight"></a><code><b>VideoResizeheight</b>: integer;</code></td>
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<h3 class="detail">Methods</h3>
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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="Notification"></a><code>procedure <b>Notification</b>(AComponent: TComponent; Operation: TOperation); 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"><a name="VideoSettingsDescribe"></a><code>function <b>VideoSettingsDescribe</b>: string;</code></td>
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<p>
Describe the changes recorded in variables VideoXxx, used by <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a> and <a class="normal" href="CastleWindow.TCastleApplication.html#TryVideoChange">TryVideoChange</a>. This is a multiline string, each line is indented by 2 spaces, always ends with <a class="normal" href="CastleUtils.html#NL">CastleUtils.NL</a>.</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="TryVideoChange"></a><code>function <b>TryVideoChange</b>: boolean;</code></td>
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<p>
Change the screen size, color bits and such, following the directions you set in <a class="normal" href="CastleWindow.TCastleApplication.html#VideoColorBits">VideoColorBits</a>, <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResize">VideoResize</a>, <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeWidth">VideoResizeWidth</a> / <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeheight">VideoResizeHeight</a>, and <a class="normal" href="CastleWindow.TCastleApplication.html#VideoFrequency">VideoFrequency</a> variables. Returns <code>True</code> if success.</p>
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<td class="itemcode"><a name="VideoChange"></a><code>procedure <b>VideoChange</b>(OnErrorWarnUserAndContinue: boolean);</code></td>
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<p>
Change the screen size, color bits and such, following the directions you set in <a class="normal" href="CastleWindow.TCastleApplication.html#VideoColorBits">VideoColorBits</a>, <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResize">VideoResize</a>, <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeWidth">VideoResizeWidth</a> / <a class="normal" href="CastleWindow.TCastleApplication.html#VideoResizeheight">VideoResizeHeight</a>, and <a class="normal" href="CastleWindow.TCastleApplication.html#VideoFrequency">VideoFrequency</a> variables. This actually just calls <a class="normal" href="CastleWindow.TCastleApplication.html#TryVideoChange">TryVideoChange</a> and checks the result.
<p>If not success: if OnErrorWarnUserAndContinue then we'll display a warning and continue. If not OnErrorWarnUserAndContinue then we'll raise an Exception.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><code>Exception</code></dt>
<dd>If video mode change failed, and OnErrorWarnUserAndContinue = false.</dd>
</dl>
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<td class="itemcode"><a name="VideoReset"></a><code>procedure <b>VideoReset</b>;</code></td>
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<p>
Return default screen video mode. If you never called <a class="normal" href="CastleWindow.TCastleApplication.html#TryVideoChange">TryVideoChange</a> (with success), then this does nothing. This is automatically called in Application.Destroy, so at finalization of this unit. This way your game nicely restores screen resolution for user.</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="ScreenHeight"></a><code>function <b>ScreenHeight</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"><a name="ScreenWidth"></a><code>function <b>ScreenWidth</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"><a name="OpenWindowsCount"></a><code>function <b>OpenWindowsCount</b>: integer;</code></td>
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<p>
List of all open windows. </p>
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<td class="itemcode"><a name="ProcessMessage"></a><code>function <b>ProcessMessage</b>(WaitForMessage, WaitToLimitFPS: boolean): boolean;</code></td>
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<p>
Process messages from the window system. You have to call this repeatedly to process key presses, mouse events, redraws and everything else. Messages are processed and appropriate window callbacks are called, like <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnRender">TCastleWindowCustom.OnRender</a>, <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnUpdate">TCastleWindowCustom.OnUpdate</a>, TCastleWindowCustom.OnKeyPress and many others.
<p>For simple programs calling the <a class="normal" href="CastleWindow.TCastleApplication.html#Run">Run</a> method is usually the best solution, <a class="normal" href="CastleWindow.TCastleApplication.html#Run">Run</a> just calls <code>ProcessMessage</code> in a loop. Manually using the <code>ProcessMessage</code> method allows you to implement modal dialog boxes (generally any kind of "display something until something happens" behavior). Make your own event loop like this:
<p></p>
<pre class="longcode">
<span class="pascal_keyword">while</span> <span class="pascal_keyword">not</span> SomethingHappened <span class="pascal_keyword">do</span>
Application.ProcessMessages(<span class="pascal_numeric"></span>...);
</pre>
<p>
<p>Often this is used together with <a class="normal" href="CastleWindowModes.TGLMode.html">TGLMode</a>, <a class="normal" href="CastleWindowModes.TGLModeFrozenScreen.html">TGLModeFrozenScreen</a> and similar utilities from <a class="normal" href="CastleWindowModes.html">CastleWindowModes</a> unit. They allow you to temporarily replace window callbacks with new ones, and later restore the original ones. This is useful for behavior similar to modal dialog boxes.
<p>Returns <code>True</code> if we should continue, that is if <a class="normal" href="CastleWindow.TCastleApplication.html#Quit">Quit</a> method was not called (directly or by closing the last window). If you want to check it (if you allow the user at all to close the application during modal box or such) you can do:
<p></p>
<pre class="longcode">
<span class="pascal_keyword">while</span> <span class="pascal_keyword">not</span> SomethingHappened <span class="pascal_keyword">do</span>
<span class="pascal_keyword">if</span> <span class="pascal_keyword">not</span> Application.ProcessMessage(<span class="pascal_numeric"></span>...) <span class="pascal_keyword">then</span>
Break;
</pre>
<p>
<p>Do not assume too much about message processing internals. For example, not all <code>ProcessMessage</code> calls cause redraw, even if redraw is requested by Invalidate. When we have messages to process, we generally don't call redraw or even <a class="normal" href="CastleWindow.TCastleApplication.html#OnUpdate">OnUpdate</a>.
<p>
<p></p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>WaitForMessage</dt>
<dd>If <code>True</code> (and some other conditions are met, for example we do not have to call <a class="normal" href="CastleWindow.TCastleApplication.html#OnUpdate">OnUpdate</a> continuosly) then we can block, waiting for an event to process.
<p>Set this to <code>True</code> whenever you can, that is whenever your program only responds to user inputs (as opposed to making some operations, like animation or loading or ray-tracing something). Generally, when <code>SomethingHappened</code> from the example pseudo-code above can only be changed by user events (e.g. user has to click something; nothing happens if user doesn't click for 5 minutes or 5 hours). This allows to let OS and CPU have some rest, and spend time on other applications, or just sleep and conserve laptop battery power.</dd>
<dt>WaitToLimitFPS</dt>
<dd>If <code>True</code>, then we have backup mechanism for limiting CPU usage. When WaitForMessage mechanism cannot be used (becasue WaitForMessage is <code>False</code> or some other conditions disallow it), and user doesn't throw events at us (we don't want to sleep when user produces many events e.g. by mouse move), then we can do a small sleep to stabilize number of <code>ProcessMessage</code> calls at <a class="normal" href="CastleWindow.TCastleApplication.html#LimitFPS">LimitFPS</a> per second.
<p>Set this to <code>True</code> whenever you can, that is whenever you don't need <code>ProcessMessage</code> to return as fast as it can. For example, when you're displaying some animation, then displaying <a class="normal" href="CastleWindow.TCastleApplication.html#LimitFPS">LimitFPS</a> frames should be enough. OTOH, if you really do something that should be done as fast as possible (like loading some file or ray-tracing) you probably have to set this to <code>False</code>.</dd>
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<td class="itemcode"><a name="ProcessAllMessages"></a><code>function <b>ProcessAllMessages</b>: boolean;</code></td>
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Processes <i>all</i> pending messages. Do not wait for anything.
<p>Contrast this with <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a> method, that processes only a single event. Or no event at all (when no events were pending and AllowSuspend = <code>False</code>). This means that after calling <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a> once, you may have many messages left in the queue (especially mouse move together with key presses typically makes a lot of events). So it's not good to use if you want to react timely to some user requests, e.g. when you do something time-consuming and allow user to break the task with Escape key.
<p><code>ProcessAllMessages</code> is like calling in a loop <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a>(false, false), ends when <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a>(false, false) didn't process any message or when quit was called (or last window closed).
<p>So <code>ProcessAllMessages</code> makes sure we have processed all pending events, thus we are up-to-date with window system requests.</p>
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<td class="itemcode"><a name="Quit"></a><code>procedure <b>Quit</b>;</code></td>
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<p>
Close all open windows, make <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a> return <code>False</code>, finish the <a class="normal" href="CastleWindow.TCastleApplication.html#Run">Run</a> method (if working), and thus finish the application work.</p>
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<td class="itemcode"><a name="Run"></a><code>procedure <b>Run</b>;</code></td>
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Run the program using <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a>, by doing the event loop. Think of it as just a shortcut for "while <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">ProcessMessage</a> do ;".
<p>Note that this does nothing if <a class="normal" href="CastleWindow.TCastleApplication.html#OpenWindowsCount">OpenWindowsCount</a> = 0, that is there are no open windows. Besides the obvious reason (you didn't call <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Open">TCastleWindowCustom.Open</a> on any window...) this may also happen if you called Close (or Application.Quit) from your window OnOpen / OnResize callback. In such case no event would probably reach our program, and user would have no chance to quit, so Run just refuses to work and exits immediately without any error.</p>
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<td class="itemcode"><a name="BackendName"></a><code>function <b>BackendName</b>: string;</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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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="XDisplayName"></a><code>property <b>XDisplayName</b>: string read FXDisplayName write FXDisplayName;</code></td>
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Set XDisplay name, this will be used for all <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> that will be subsequently initialized by <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Open">TCastleWindowCustom.Open</a>.
<p>Note that this is exposed by GTK even for non-XWindows platforms, but I don't know what it does there.</p>
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<td class="itemcode"><a name="VideoColorBits"></a><code>property <b>VideoColorBits</b>: integer read FVideoColorBits write FVideoColorBits default 0;</code></td>
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Color bits per pixel that will be set by next <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a> call, and that are tried to be used at <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Open">TCastleWindowCustom.Open</a>. Zero means that system default is used.</p>
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<td class="itemcode"><a name="VideoFrequency"></a><code>property <b>VideoFrequency</b>: Cardinal read FVideoFrequency write FVideoFrequency default 0;</code></td>
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Video frequency to set in next <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">VideoChange</a> call. Leave as 0 to use system default.</p>
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<td class="itemcode"><a name="OpenWindows"></a><code>property <b>OpenWindows</b>[Index:integer]: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> read GetOpenWindows;</code></td>
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<td class="itemcode"><a name="OnInitialize"></a><code>property <b>OnInitialize</b>: TProcedure read FOnInitialize write FOnInitialize;</code></td>
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The backend is initialized. Called only once, at the very beginning of the game, when we're ready to load everything and the first OpenGL context is initialized (right before calling <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnOpen">TCastleWindowCustom.OnOpen</a>).
<p>For targets like Android or iOS or browser plugin, you should not do anything (even reading files) before this callback occurs. Only when this occurs, we know that external process told us "Ok, you're ready". So you should put all the game initialization in an Application.OnInitialize callback. It will be automatically called by <a class="normal" href="CastleWindow.html">CastleWindow</a> backend when we're really ready (actually, a little later — when OpenGL context is active, to allow you to display progress bars etc. when loading).</p>
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<td class="itemcode"><a name="OnUpdate"></a><code>property <b>OnUpdate</b>: <a href="CastleWindow.html#TUpdateFunc">TUpdateFunc</a> read FOnUpdate write FOnUpdate;</code></td>
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<p>
Continously occuring event. </p>
<h6 class="description_section">See also</h6>
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<dt><a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnUpdate">TCastleWindowCustom.OnUpdate.</a></dt>
<dd>Continously occuring event, called for all open windows.</dd>
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<td class="itemcode"><a name="OnIdle"></a><code>property <b>OnIdle</b>: <a href="CastleWindow.html#TUpdateFunc">TUpdateFunc</a> read FOnUpdate write FOnUpdate; deprecated;</code></td>
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<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
Deprecated name for <a class="normal" href="CastleWindow.TCastleApplication.html#OnUpdate">OnUpdate</a>.</p>
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<td class="itemcode"><a name="OnTimer"></a><code>property <b>OnTimer</b>: TProcedure read FOnTimer write FOnTimer;</code></td>
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Event called approximately after each <a class="normal" href="CastleWindow.TCastleApplication.html#TimerMilisec">TimerMilisec</a> miliseconds. The actual delay may be larger than <a class="normal" href="CastleWindow.TCastleApplication.html#TimerMilisec">TimerMilisec</a> miliseconds, depending on how the program (and OS) is busy.
<p>You can of course change <a class="normal" href="CastleWindow.TCastleApplication.html#TimerMilisec">TimerMilisec</a> (and <code>OnTimer</code>) even when some windows are already open. </p>
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<td class="itemcode"><a name="TimerMilisec"></a><code>property <b>TimerMilisec</b>: Cardinal read FTimerMilisec write FTimerMilisec default 1000;</code></td>
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<td class="itemcode"><a name="MainWindow"></a><code>property <b>MainWindow</b>: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> read FMainWindow write SetMainWindow;</code></td>
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<p>
Main window used for various purposes. On targets when only one <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> instance makes sense (like Android), set this to the reference of that window. It is also used by <a class="normal" href="CastleWindowProgress.TWindowProgressInterface.html">TWindowProgressInterface</a> to display progress bar.</p>
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<td class="itemcode"><a name="LimitFPS"></a><code>property <b>LimitFPS</b>: Single read FLimitFPS write FLimitFPS default <a href="CastleWindow.html#DefaultLimitFPS">DefaultLimitFPS</a>;</code></td>
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<p>
Limit the number of (real) frames per second, to not hog the CPU. Set to zero to not limit.
<p>To be more precise, this limits the number of <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">TCastleApplication.ProcessMessage</a> calls per second, in situations when we do not have to process any user input. So we limit not only rendering (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnRender">TCastleWindowCustom.OnRender</a>) but also other animation processing (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnUpdate">TCastleWindowCustom.OnUpdate</a>) calls per second. See <a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">TCastleApplication.ProcessMessage</a>.
<p>In case of <a class="normal" href="CastleWindow.html">CastleWindow</a> backends when we have to fight with event clogging (right now only LCL backend, used by default only on Mac OS X) this is also the "desired number of FPS": we make sure that even when application is clogged with events (like when dragging with mouse), we call update (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnUpdate">TCastleWindowCustom.OnUpdate</a>) and (if necessary) draw (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnRender">TCastleWindowCustom.OnRender</a> and related) at least as often. When <code>LimitFPS</code> is used for this purpose ("desired number of FPS"), it is also capped (by MaxDesiredFPS = 100.0).</p>
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