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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleWindow</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td>Variables</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Window with OpenGL context suitable for 2D and 3D rendering of "Castle Game Engine". Provides a window with OpenGL context that can contain 2D controls and 3D objects defined by our engine. <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> is the base window class, and <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a> is a comfortable class that adds a ready scene manager.
<p><a class="normal" href="CastleWindow.html#Application">Application</a> object (instance of class <a class="normal" href="CastleWindow.TCastleApplication.html">TCastleApplication</a>) is a central manager of all open <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> windows.
<p>Using this unit:
<p></p>
<ol class="paragraph_spacing">
<li value="1"><p>Declare and create <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> instance. (Or a descendant like <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a>.)</p></li>
<li value="2"><p>Assign Window properties and callbacks like <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnRender">OnRender</a>, <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnResize">OnResize</a>, <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Width">Width</a>, <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Height">Height</a>, <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Caption">Caption</a>.</p></li>
<li value="3"><p>To initialize your game, you usually want to use <a class="normal" href="CastleWindow.TCastleApplication.html#OnInitialize">Application.OnInitialize</a>.
<p>If you only care about standalone programs (for normal OSes like Linux, Windows, MacOSX, but not Android) you may also just initialize your game in the main program block, although using <a class="normal" href="CastleWindow.TCastleApplication.html#OnInitialize">Application.OnInitialize</a> is still often comfortable.</p></li>
<li value="4"><p>Call <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Open">Window.Open</a>, this will actually show the window and it's associated OpenGL context.
<p>The first window open calls <a class="normal" href="CastleWindow.TCastleApplication.html#OnInitialize">Application.OnInitialize</a>. It also calls <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnOpen">OnOpen</a> and <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnResize">OnResize</a> callbacks.</p></li>
<li value="5"><p>Call <a class="normal" href="CastleWindow.TCastleApplication.html#Run">Application.Run</a>. This will enter message loop that will call appropriate windows' callbacks at appropriate times (OnRender, OnPress, OnRelease, OnResize, OnUpdate and many more). There are also some Application callbacks, like <a class="normal" href="CastleWindow.TCastleApplication.html#OnUpdate">Application.OnUpdate</a>.
<p>For more advanced needs you can use something like </p>
<pre class="longcode"> <span class="pascal_keyword">while</span> Application.ProcessMessage <span class="pascal_keyword">do</span> <something>;</pre>
<p> instead of Application.Run.
<p>You can also call <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OpenAndRun">Window.OpenAndRun</a>, this is just a shortcut for Window.Open + Application.Run.</p></li>
<li value="6"><p>Application.Run ends when you call <a class="normal" href="CastleWindow.TCastleApplication.html#Quit">Application.Quit</a> or when you close last visible window using <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Close">Close(true)</a>.
<p>User is also allowed to close a window using WindowManager facilities (clicking on "X" button in the frame corner, pressing Alt+F4 or something like that). By default, such user action will make window close (but you can freely customize what your program does when user tries to close the window using callback <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnCloseQuery">OnCloseQuery</a>).</p></li>
</ol>
<p>
<p>So the simplest example of using this unit can look like this:
<p></p>
<pre class="longcode">
<span class="pascal_keyword">uses</span> CastleWindow;
<span class="pascal_keyword">var</span>
Window: TCastleWindowCustom;
<span class="pascal_keyword">procedure</span> Render(Sender: TUIContainer);
<span class="pascal_keyword">begin</span> <span class="pascal_numeric"></span>... <span class="pascal_keyword">end</span>;
<span class="pascal_keyword">procedure</span> Resize(Sender: TUIContainer);
<span class="pascal_keyword">begin</span> <span class="pascal_numeric"></span>... <span class="pascal_keyword">end</span>;
<span class="pascal_keyword">begin</span>
Window := TCastleWindowCustom.Create(Application);
Window.OnResize := @Resize;
Window.OnRender := @Render;
Window.Caption := <span class="pascal_string">'Simplest CastleWindow example'</span>;
Window.OpenAndRun;
<span class="pascal_keyword">end</span>.
</pre>
<p>
<p><i>More component-like approach</i>: For larger programs, it makes more sense to divide functionality into controls, which are classes descending from <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a>. You can override <a class="normal" href="CastleUIControls.TUIControl.html">TUIControl</a> methods to render, capture input and so on (see e.g. <a class="normal" href="CastleUIControls.TUIControl.html#Render">TUIControl.Render</a>, <a class="normal" href="CastleUIControls.TInputListener.html#Press">TInputListener.Press</a>, <a class="normal" href="CastleUIControls.TInputListener.html#Update">TInputListener.Update</a>.) You can then add your control to the <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Controls">TCastleWindowCustom.Controls</a> list.
<p>Some features list:
<p></p>
<ul class="paragraph_spacing">
<li><p><a class="normal" href="CastleWindow.TCastleApplication.html#ProcessMessage">TCastleApplication.ProcessMessage</a> method. This allows you to reimplement event loop handling, which is crucial for implementing things like <a class="normal" href="CastleMessages.html#MessageInputQuery">MessageInputQuery</a> function that does modal GUI dialog box.</p></li>
<li><p><a class="normal" href="CastleWindow.TCastleWindowCustom.html#Pressed">TCastleWindowCustom.Pressed</a> to easily and reliably check which keys are pressed.</p></li>
<li><p>Frames per second measuring, see <a class="normal" href="CastleWindow.TCastleWindowCustom.html#Fps">TCastleWindowCustom.Fps</a>,</p></li>
<li><p>A menu bar under WinAPI and GTK backends.
<p>You can attach a menu to a window. Menu structure is constructed using various descendants of <a class="normal" href="CastleWindow.TMenuEntry.html">TMenuEntry</a> class. Then you have to assign such menu structure to <a class="normal" href="CastleWindow.TCastleWindowCustom.html#MainMenu">TCastleWindowCustom.MainMenu</a> property. When <code>CastleWindow</code> is implemented on top of GTK_2 or WINAPI or LCL we will show this menu and call <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnMenuClick">TCastleWindowCustom.OnMenuClick</a> when user clicks some menu item. Other backends (XLIB for now) ignore MainMenu.
<p>See <code>castle_game_engine/examples/window/window_menu.lpr</code> for an example how to use the menu.</p></li>
<li><p>Changing screen resolution and bit depth, see <a class="normal" href="CastleWindow.TCastleApplication.html#VideoChange">TCastleApplication.VideoChange</a>.</p></li>
<li><p>You can request OpenGL context properties: </p>
<ul class="paragraph_spacing">
<li><p>color buffer</p></li>
<li><p>with alpha channel (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#AlphaBits">AlphaBits</a>),</p></li>
<li><p>stencil buffer (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#StencilBits">StencilBits</a>),</p></li>
<li><p>double buffer (<a class="normal" href="CastleWindow.TCastleWindowCustom.html#DoubleBuffer">DoubleBuffer</a>),</p></li>
<li><p>multisampling (full-screen antialiasing) buffers (by <a class="normal" href="CastleWindow.TCastleWindowCustom.html#MultiSampling">MultiSampling</a> or higher-level <a class="normal" href="CastleWindow.TCastleWindowCustom.html#AntiAliasing">AntiAliasing</a>)</p></li>
</ul>
<p> </p></li>
<li><p>You can use native modal dialogs for things such as file selection. GTK backend will use GTK dialogs, WinAPI backend will use Windows dialog boxes, XLib backend will fall back on <a class="normal" href="CastleMessages.html">CastleMessages</a> text input.
<p>See <a class="normal" href="CastleWindow.TCastleWindowCustom.html#FileDialog">TCastleWindowCustom.FileDialog</a> (for opening and saving files) and <a class="normal" href="CastleWindow.TCastleWindowCustom.html#ColorDialog">TCastleWindowCustom.ColorDialog</a> (for choosing RGB colors).</p></li>
<li><p><a class="normal" href="CastleWindow.TCastleWindowCustom.html#ParseParameters">TCastleWindowCustom.ParseParameters</a> method allows you to easily initialize <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> properties like initial size and position using command-line parameters like <code>--geometry WIDTHxHEIGHT</code>, <code>--display</code> etc.</p></li>
</ul>
<p></p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>Glib2</li><li>Gdk2</li><li>Gtk2</li><li>GdkGLExt</li><li>GtkGLExt</li><li><a href="CastleDynLib.html">CastleDynLib</a></li><li>Gdk2X</li><li>X</li><li>Xlib</li><li>SysUtils</li><li>Classes</li><li><a href="CastleVectors.html">CastleVectors</a></li><li>GL</li><li>GLU</li><li>GLExt</li><li><a href="CastleRectangles.html">CastleRectangles</a></li><li><a href="CastleColors.html">CastleColors</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleClassUtils.html">CastleClassUtils</a></li><li><a href="CastleGLUtils.html">CastleGLUtils</a></li><li><a href="CastleImages.html">CastleImages</a></li><li><a href="CastleGLImages.html">CastleGLImages</a></li><li><a href="CastleKeysMouse.html">CastleKeysMouse</a></li><li><a href="CastleStringUtils.html">CastleStringUtils</a></li><li><a href="CastleFilesUtils.html">CastleFilesUtils</a></li><li><a href="CastleTimeUtils.html">CastleTimeUtils</a></li><li><a href="CastleFileFilters.html">CastleFileFilters</a></li><li><a href="CastleUIControls.html">CastleUIControls</a></li><li><a href="CastleGLContainer.html">CastleGLContainer</a></li><li><a href="CastleCameras.html">CastleCameras</a></li><li>FGL</li><li>pk3DConnexion</li><li><a href="X3DNodes.html">X3DNodes</a></li><li><a href="CastleScene.html">CastleScene</a></li><li><a href="CastleSceneManager.html">CastleSceneManager</a></li><li><a href="CastleLevels.html">CastleLevels</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuEntry.html"><code>TMenuEntry</code></a></td>
<td class="itemdesc">A basic class representing basic menu building block.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuEntryWithCaption.html"><code>TMenuEntryWithCaption</code></a></td>
<td class="itemdesc"> </td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenu.html"><code>TMenu</code></a></td>
<td class="itemdesc"><a class="normal" href="CastleWindow.TMenuEntry.html">TMenuEntry</a> that contains a list of menu entries.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuItem.html"><code>TMenuItem</code></a></td>
<td class="itemdesc"><a class="normal" href="CastleWindow.TMenuEntry.html">TMenuEntry</a> that is a simple, clickable menu item.</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuSeparator.html"><code>TMenuSeparator</code></a></td>
<td class="itemdesc"><a class="normal" href="CastleWindow.TMenuEntry.html">TMenuEntry</a> that acts as a visual separator (horizontal line or something like that) between menu items.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuItemChecked.html"><code>TMenuItemChecked</code></a></td>
<td class="itemdesc"><a class="normal" href="CastleWindow.TMenuItem.html">TMenuItem</a> that should visualize Checked state somehow to the user.</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuItemRadio.html"><code>TMenuItemRadio</code></a></td>
<td class="itemdesc">Menu radio item.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuItemRadioGroup.html"><code>TMenuItemRadioGroup</code></a></td>
<td class="itemdesc">A group of radio buttons.</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TMenuItemToggleFullScreen.html"><code>TMenuItemToggleFullScreen</code></a></td>
<td class="itemdesc">Menu item that toggles <a class="normal" href="CastleWindow.TCastleWindowCustom.html#FullScreen">TCastleWindowCustom.FullScreen</a>.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.EGLContextNotPossible.html"><code>EGLContextNotPossible</code></a></td>
<td class="itemdesc"> </td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TCastleWindowCustom.html"><code>TCastleWindowCustom</code></a></td>
<td class="itemdesc">Window with an OpenGL context.</td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TCastleWindow.html"><code>TCastleWindow</code></a></td>
<td class="itemdesc">Window with an OpenGL context, most comfortable to render 3D worlds with 2D controls above.</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TWindowList.html"><code>TWindowList</code></a></td>
<td class="itemdesc"> </td>
</tr>
<tr class="list2">
<td class="itemname">Class <a class="bold" href="CastleWindow.TCastleApplication.html"><code>TCastleApplication</code></a></td>
<td class="itemdesc">Application, managing all open <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> (OpenGL windows).</td>
</tr>
<tr class="list">
<td class="itemname">Class <a class="bold" href="CastleWindow.TCastleClipboard.html"><code>TCastleClipboard</code></a></td>
<td class="itemdesc"><a class="normal" href="CastleWindow.html#Clipboard">Clipboard</a> for cut / copy / paste of text.</td>
</tr>
</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#Application">Application</a></b>: <a href="CastleWindow.TCastleApplication.html">TCastleApplication</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#Clipboard">Clipboard</a></b>: <a href="CastleWindow.TCastleClipboard.html">TCastleClipboard</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>procedure <b><a href="CastleWindow.html#Resize2D">Resize2D</a></b>(Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#KeyString">KeyString</a></b>(const CharKey: char; const Key: <a href="CastleKeysMouse.html#TKey">TKey</a>; const Modifiers: <a href="CastleKeysMouse.html#TModifierKeys">TModifierKeys</a>; out S: string): boolean;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#MenuItemFromSmallId">MenuItemFromSmallId</a></b>(SearchSmallId: Integer): <a href="CastleWindow.TMenuItem.html">TMenuItem</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#SRemoveMnemonics">SRemoveMnemonics</a></b>(const S: string): string;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a href="CastleWindow.html#SQuoteMenuEntryCaption">SQuoteMenuEntryCaption</a></b>(const S: string): string;</code></td>
</tr>
</table>
<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TWindowParseOption">TWindowParseOption</a></b> = (...);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TWindowParseOptions">TWindowParseOptions</a></b> = set of <a href="CastleWindow.html#TWindowParseOption">TWindowParseOption</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#PWindowParseOptions">PWindowParseOptions</a></b> = ˆ<a href="CastleWindow.html#TWindowParseOptions">TWindowParseOptions</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TAntiAliasing">TAntiAliasing</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TUIContainer">TUIContainer</a></b> = <a href="CastleUIControls.TUIContainer.html">CastleUIControls.TUIContainer</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TMenuEntryList">TMenuEntryList</a></b> = specialize TFPGObjectList<<a href="CastleWindow.TMenuEntry.html">TMenuEntry</a>>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TWindowMessageType">TWindowMessageType</a></b> = (...);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TUpdateFunc">TUpdateFunc</a></b> = procedure;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TMenuClickFunc">TMenuClickFunc</a></b> = procedure (Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>; Item: <a href="CastleWindow.TMenuItem.html">TMenuItem</a>);</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TDropFilesFunc">TDropFilesFunc</a></b> = procedure (Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>; const FileNames: array of string);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TGLContextRetryOpenFunc">TGLContextRetryOpenFunc</a></b> = function (Window: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TResizeAllowed">TResizeAllowed</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#PGtkGLArea">PGtkGLArea</a></b> = PGtkWidget;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#TCastleWindowBase">TCastleWindowBase</a></b> = <a href="CastleWindow.html#TUIContainer">TUIContainer</a> deprecated;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#TGLApplication">TGLApplication</a></b> = <a href="CastleWindow.TCastleApplication.html">TCastleApplication</a> deprecated;</code></td>
</tr>
</table>
<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#WindowPositionCenter">WindowPositionCenter</a></b> = -1000000;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#WindowDefaultSize">WindowDefaultSize</a></b> = -1000000;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#StandardParseOptions">StandardParseOptions</a></b> = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber];</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#DefaultDepthBits">DefaultDepthBits</a></b> = 16;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#DefaultFpsCaptionUpdateInterval">DefaultFpsCaptionUpdateInterval</a></b> = 5000;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#DefaultLimitFPS">DefaultLimitFPS</a></b> = 100.0;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a href="CastleWindow.html#DefaultAntiAliasing">DefaultAntiAliasing</a></b> = aaNone;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a href="CastleWindow.html#AntiAliasingNames">AntiAliasingNames</a></b>: array [<a href="CastleWindow.html#TAntiAliasing">TAntiAliasing</a>] of string =
( 'None',
'2 samples (faster)',
'2 samples (nicer)',
'4 samples (faster)',
'4 samples (nicer)',
'8 samples (faster) (only latest GPUs)',
'8 samples (nicer) (only latest GPUs)',
'16 samples (faster) (only latest GPUs)',
'16 samples (nicer) (only latest GPUs)'
);</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Application"></a><code>function <b>Application</b>: <a href="CastleWindow.TCastleApplication.html">TCastleApplication</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Single global instance of <a class="normal" href="CastleWindow.TCastleApplication.html">TCastleApplication</a>. Automatically created / destroyed by <a class="normal" href="CastleWindow.html">CastleWindow</a> unit.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Clipboard"></a><code>function <b>Clipboard</b>: <a href="CastleWindow.TCastleClipboard.html">TCastleClipboard</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Single global instance of <a class="normal" href="CastleWindow.TCastleClipboard.html">TCastleClipboard</a>. Automatically created / destroyed by <a class="normal" href="CastleWindow.html">CastleWindow</a> unit.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Resize2D"></a><code>procedure <b>Resize2D</b>(Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>);</code></td>
</tr>
<tr><td colspan="1">
<p>
A simple <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnResize">TCastleWindowCustom.OnResize</a> callback implementation, that sets 2D projection. You can use it like <code>Window.OnResize := <code>Resize2D</code>;</code> or just by calling it directly from your OnResize callback.
<p>It does </p>
<pre class="longcode">
glViewport(Window.Rect);
OrthoProjection(<span class="pascal_numeric">0</span>, Window.Width, <span class="pascal_numeric">0</span>, Window.Height);
</pre>
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="KeyString"></a><code>function <b>KeyString</b>(const CharKey: char; const Key: <a href="CastleKeysMouse.html#TKey">TKey</a>; const Modifiers: <a href="CastleKeysMouse.html#TModifierKeys">TModifierKeys</a>; out S: string): boolean;</code></td>
</tr>
<tr><td colspan="1">
<p>
Describe given key. Key is given as combination of character code (may be #0) and Key code (may be K_None), and additional required <code>Modifiers</code> (although some modifiers may be already implied by CharKey). See <a class="normal" href="CastleWindow.TMenuItem.html#Key">TMenuItem.Key</a> and <a class="normal" href="CastleWindow.TMenuItem.html#CharKey">TMenuItem.CharKey</a> and <a class="normal" href="CastleWindow.TMenuItem.html#Modifiers">TMenuItem.Modifiers</a>.
<p>Only when both CharKey = #0 and Key = K_None then this combination doesn't describe any key, and we return <code>False</code>. Otherwise we return <code>True</code> and set S.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="MenuItemFromSmallId"></a><code>function <b>MenuItemFromSmallId</b>(SearchSmallId: Integer): <a href="CastleWindow.TMenuItem.html">TMenuItem</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Search for menu item with given SmallId. SearchSmallId must be a SmallId of some existing (i.e. created and not destroyed yet) <a class="normal" href="CastleWindow.TMenuItem.html">TMenuItem</a>. This function returns this <a class="normal" href="CastleWindow.TMenuItem.html">TMenuItem</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="SRemoveMnemonics"></a><code>function <b>SRemoveMnemonics</b>(const S: string): string;</code></td>
</tr>
<tr><td colspan="1">
<p>
Returns S with each '__' replaced with single '_', any other '_' removed.
<p>In other words: with mnemonics (as defined by <a class="normal" href="CastleWindow.TMenuEntryWithCaption.html#Caption">TMenuEntryWithCaption.Caption</a> removed.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="SQuoteMenuEntryCaption"></a><code>function <b>SQuoteMenuEntryCaption</b>(const S: string): string;</code></td>
</tr>
<tr><td colspan="1">
<p>
Returns S with each underscore '_' replaced by two underscores, '__'.
<p>In other words: S will not contain any mnemonics. If you will assign S to <a class="normal" href="CastleWindow.TMenuEntryWithCaption.html#Caption">TMenuEntryWithCaption.Caption</a>, then this menu entry caption will display exactly S, without any mnemonics. Single '_' in S will be displayed exactly as single '_'.</p>
</td></tr>
</table>
<h3 class="detail">Types</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TWindowParseOption"></a><code><b>TWindowParseOption</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<h6 class="description_section">Values</h6>
<ul>
<li>
poGeometry: </li>
<li>
poScreenGeometry: </li>
<li>
poDisplay: </li>
<li>
poMacOsXProcessSerialNumber: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TWindowParseOptions"></a><code><b>TWindowParseOptions</b> = set of <a href="CastleWindow.html#TWindowParseOption">TWindowParseOption</a>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="PWindowParseOptions"></a><code><b>PWindowParseOptions</b> = ˆ<a href="CastleWindow.html#TWindowParseOptions">TWindowParseOptions</a>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TAntiAliasing"></a><code><b>TAntiAliasing</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
Anti-aliasing values for <a class="normal" href="CastleWindow.TCastleWindowCustom.html#AntiAliasing">TCastleWindowCustom.AntiAliasing</a>.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
aaNone: </li>
<li>
aa2SamplesFaster: 2 samples, "don't care" hint.</li>
<li>
aa2SamplesNicer: 2 samples, "nicest" hint (quincunx (5 taps) for NVidia).</li>
<li>
aa4SamplesFaster: 4 samples, "don't care" hint.</li>
<li>
aa4SamplesNicer: 4 samples, "nicest" hint (9 taps for NVidia).</li>
<li>
aa8SamplesFaster: 8 samples, "don't care" hint.</li>
<li>
aa8SamplesNicer: 8 samples, "nicest" hint.</li>
<li>
aa16SamplesFaster: 16 samples, "don't care" hint.</li>
<li>
aa16SamplesNicer: 16 samples, "nicest" hint.</li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TUIContainer"></a><code><b>TUIContainer</b> = <a href="CastleUIControls.TUIContainer.html">CastleUIControls.TUIContainer</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Expose <code>TUIContainer</code> type from <a class="normal" href="CastleWindow.html">CastleWindow</a> unit, since almost all code using <a class="normal" href="CastleWindow.html">CastleWindow</a> will need to use <code>TUIContainer</code> type for callback parameter type.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TMenuEntryList"></a><code><b>TMenuEntryList</b> = specialize TFPGObjectList<<a href="CastleWindow.TMenuEntry.html">TMenuEntry</a>>;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TWindowMessageType"></a><code><b>TWindowMessageType</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<p>
Type of message box, for <a class="normal" href="CastleWindow.TCastleWindowCustom.html#MessageOK">TCastleWindowCustom.MessageOK</a> and <a class="normal" href="CastleWindow.TCastleWindowCustom.html#MessageYesNo">TCastleWindowCustom.MessageYesNo</a>.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
mtInfo: </li>
<li>
mtWarning: </li>
<li>
mtQuestion: </li>
<li>
mtError: </li>
<li>
mtOther: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TUpdateFunc"></a><code><b>TUpdateFunc</b> = procedure;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TMenuClickFunc"></a><code><b>TMenuClickFunc</b> = procedure (Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>; Item: <a href="CastleWindow.TMenuItem.html">TMenuItem</a>);</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TDropFilesFunc"></a><code><b>TDropFilesFunc</b> = procedure (Container: <a href="CastleWindow.html#TUIContainer">TUIContainer</a>; const FileNames: array of string);</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TGLContextRetryOpenFunc"></a><code><b>TGLContextRetryOpenFunc</b> = function (Window: <a href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a>): boolean;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TResizeAllowed"></a><code><b>TResizeAllowed</b> = (...);</code></td>
</tr>
<tr><td colspan="1">
<h6 class="description_section">Values</h6>
<ul>
<li>
raNotAllowed: </li>
<li>
raOnlyAtOpen: </li>
<li>
raAllowed: </li>
</ul>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="PGtkGLArea"></a><code><b>PGtkGLArea</b> = PGtkWidget;</code></td>
</tr>
<tr><td colspan="1">
<p>
For now I use GtkDrawingArea when CASTLE_WINDOW_GTK_2. But, really, GLAreaGtk could be any gtk widget with CASTLE_WINDOW_GTK_2.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TCastleWindowBase"></a><code><b>TCastleWindowBase</b> = <a href="CastleWindow.html#TUIContainer">TUIContainer</a> deprecated;</code></td>
</tr>
<tr><td colspan="1">
<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
. In new programs, use <a class="normal" href="CastleWindow.html#TUIContainer">TUIContainer</a> as a parameter for callbacks, and <a class="normal" href="CastleWindow.TCastleWindowCustom.html">TCastleWindowCustom</a> or <a class="normal" href="CastleWindow.TCastleWindow.html">TCastleWindow</a> as window class.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TGLApplication"></a><code><b>TGLApplication</b> = <a href="CastleWindow.TCastleApplication.html">TCastleApplication</a> deprecated;</code></td>
</tr>
<tr><td colspan="1">
<p class="hint_directive">Warning: this symbol is deprecated.</p><p>
Deprecated name for <a class="normal" href="CastleWindow.TCastleApplication.html">TCastleApplication</a>.</p>
</td></tr>
</table>
<h3 class="detail">Constants</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="WindowPositionCenter"></a><code><b>WindowPositionCenter</b> = -1000000;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="WindowDefaultSize"></a><code><b>WindowDefaultSize</b> = -1000000;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="StandardParseOptions"></a><code><b>StandardParseOptions</b> = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber];</code></td>
</tr>
<tr><td colspan="1">
<p>
All "normal" command-line options, that most programs using <a class="normal" href="CastleWindow.html">CastleWindow</a> should be able to handle without any problems.
<p>In other words, most programs calling <a class="normal" href="CastleWindow.TCastleWindowCustom.html#ParseParameters">TCastleWindowCustom.ParseParameters</a> method can safely pass as the 1st parameter this constant, <code>StandardParseOptions</code>. Or they can simply call overloaded version of <a class="normal" href="CastleWindow.TCastleWindowCustom.html#ParseParameters">TCastleWindowCustom.ParseParameters</a> that doesn't take any parameters, it is always equivalent to calling <a class="normal" href="CastleWindow.TCastleWindowCustom.html#ParseParameters">TCastleWindowCustom.ParseParameters</a>(<code>StandardParseOptions</code>).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultDepthBits"></a><code><b>DefaultDepthBits</b> = 16;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultFpsCaptionUpdateInterval"></a><code><b>DefaultFpsCaptionUpdateInterval</b> = 5000;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultLimitFPS"></a><code><b>DefaultLimitFPS</b> = 100.0;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="DefaultAntiAliasing"></a><code><b>DefaultAntiAliasing</b> = aaNone;</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="AntiAliasingNames"></a><code><b>AntiAliasingNames</b>: array [<a href="CastleWindow.html#TAntiAliasing">TAntiAliasing</a>] of string =
( 'None',
'2 samples (faster)',
'2 samples (nicer)',
'4 samples (faster)',
'4 samples (nicer)',
'8 samples (faster) (only latest GPUs)',
'8 samples (nicer) (only latest GPUs)',
'16 samples (faster) (only latest GPUs)',
'16 samples (nicer) (only latest GPUs)'
);</code></td>
</tr>
<tr><td colspan="1">
</td></tr>
</table>
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