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Unit CastleWindow
Description
Window with OpenGL context suitable for 2D and 3D rendering of "Castle Game Engine". The base TCastleWindowBase provides a simple window with OpenGL context, and is suitable for any OpenGL program. More advanced TCastleWindow extends it to comfortably render 2D controls and 3D objects defined by our engine.
Application object (instance of class TCastleApplication) is a central manager of all open TCastleWindowBase windows.
Using this unit:
Declare and create TCastleWindowBase instance. (Or a descendant like TCastleWindow.)
Assign Glw properties and callbacks like OnDraw, OnResize, Width, Height, Caption.
Call Window.Open, this will actually show the window and it's associated OpenGL context. It also calls EventOpen (OnOpen callback) and EventResize (OnResize callback).
Call Application.Run. This will enter message loop that will call appropriate windows' callbacks at appropriate times (OnDraw, OnPress, OnRelease, OnResize, OnUpdate and many more). There are also some Application callbacks, like Application.OnUpdate.
For more advanced needs you can use something like
while Application.ProcessMessage do <something>;
instead of Application.Run.
You can also call Window.OpenAndRun, this is just a shortcut for Window.Open + Application.Run.
Application.Run ends when you call Application.Quit or when you close last visible window using Close(true).
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 OnCloseQuery).
So the simplest example of using this unit can look like this:
uses CastleWindow;
var
Window: TCastleWindowCustom;
procedure Draw(Window: TCastleWindowBase);
begin ... end;
procedure Resize(Window: TCastleWindowBase);
begin ... end;
begin
Window := TCastleWindowCustom.Create(Application);
Window.OnResize := @Resize;
Window.OnDraw := @Draw;
Window.Caption := 'Simplest CastleWindow example';
Window.OpenAndRun;
end.
More object-oriented approach: Instead of assigning callbacks (OnDraw, OnResize etc.) you can also derive a new class from TCastleWindowBase and override some of virtual methods, like EventDraw, EventResize etc. Every callback OnXxx has a corresponding EventXxx method. In TCastleWindowBase class, all EventXxx methods simply call appropriate OnXxx callbacks (this way you can use whatever approach you like – OOP or not-OOP).
This is a second version of the "simplest example" program above, this time using OOP approach:
uses CastleWindow;
type
TMyWindow = class(TCastleWindowCustom)
procedure EventDraw; override;
procedure EventResize; override;
end;
procedure TMyWindow.EventDraw;
begin ... end;
procedure TMyWindow.EventResize;
begin ... end;
var
Window: TMyWindow;
begin
Window := TMyWindow.Create(Application);
Window.Caption := 'Simplest CastleWindow example using more OOP';
Window.OpenAndRun;
end.
The non-OOP approach has one advantage: you can easily switch all callbacks to some other set of callbacks. This allows you to implement modal behaviors, where a function suspends normal callbacks to display some dialog. See CastleWindowModes unit and, build on top of it, dialog boxes in CastleMessages and progress bar in CastleWindowProgress. These units give you some typical GUI capabilities, and they are in pure OpenGL.
Using OOP approach (overriding EventXxx methods instead of registering OnXxx callbacks) you can not do such things so easily – in general, you have to define something to turn off special EventXxx functionality (like SetDemoOptions in TCastleWindowDemo and UseControls in TCastleWindowCustom) and you have to turn them off/on when using CastleWindowModes (mentioned TCastleWindowDemo and TCastleWindowCustom are already handled in CastleWindowModes). TODO: I shall do some virtual methods in TCastleWindowBase to make this easy.
Random features list:
Uses
Overview
Classes, Interfaces, Objects and Records
Functions and Procedures
Types
Constants
WindowPositionCenter = -1000000; |
WindowDefaultSize = -1000000; |
StandardParseOptions = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber]; |
DefaultDepthBits = 16; |
DefaultFpsCaptionUpdateInterval = 5000; |
DefaultTooltipDelay = 1000; |
DefaultTooltipDistance = 10; |
DefaultLimitFPS = 100.0; |
DefaultAntiAliasing = aaNone; |
AntiAliasingNames: array [TAntiAliasing] 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)'
); |
Description
Functions and Procedures
procedure Resize2D(Window: TCastleWindowBase); |
A simple TCastleWindowBase.OnResize callback implementation, that sets 2D projection. You can use it like Window.OnResize := Resize2D ; or just by calling it directly from your OnResize callback.
It does
glViewport(0, 0, Window.Width, Window.Height);
OrthoProjection(0, Window.Width, 0, Window.Height);
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function KeyString(const CharKey: char; const Key: TKey; const Modifiers: TModifierKeys; out S: string): boolean; |
Describe given key. Key is given as combination of character code (may be #0) and Key code (may be K_None), and additional required Modifiers (although some modifiers may be already implied by CharKey). See TMenuItem.Key and TMenuItem.CharKey and TMenuItem.Modifiers.
Only when both CharKey = #0 and Key = K_None then this combination doesn't describe any key, and we return False . Otherwise we return True and set S.
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function MenuItemFromSmallId(SearchSmallId: Integer): TMenuItem; |
Search for menu item with given SmallId. SearchSmallId must be a SmallId of some existing (i.e. created and not destroyed yet) TMenuItem. This function returns this TMenuItem.
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function SRemoveMnemonics(const S: string): string; |
Returns S with each '__' replaced with single '_', any other '_' removed.
In other words: with mnemonics (as defined by TMenuEntryWithCaption.Caption removed.
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function SQuoteMenuEntryCaption(const S: string): string; |
Returns S with each underscore '_' replaced by two underscores, '__'.
In other words: S will not contain any mnemonics. If you will assign S to TMenuEntryWithCaption.Caption, then this menu entry caption will display exactly S, without any mnemonics. Single '_' in S will be displayed exactly as single '_'.
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Types
TWindowParseOption = (...); |
Values
-
poGeometry:
-
poScreenGeometry:
-
poDisplay:
-
poMacOsXProcessSerialNumber:
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TAntiAliasing = (...); |
Anti-aliasing values for TCastleWindowBase.AntiAliasing.
Values
-
aaNone:
-
aa2SamplesFaster: 2 samples, "don't care" hint.
-
aa2SamplesNicer: 2 samples, "nicest" hint (quincunx (5 taps) for NVidia).
-
aa4SamplesFaster: 4 samples, "don't care" hint.
-
aa4SamplesNicer: 4 samples, "nicest" hint (9 taps for NVidia).
-
aa8SamplesFaster: 8 samples, "don't care" hint.
-
aa8SamplesNicer: 8 samples, "nicest" hint.
-
aa16SamplesFaster: 16 samples, "don't care" hint.
-
aa16SamplesNicer: 16 samples, "nicest" hint.
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TMenuEntryList = specialize TFPGObjectList<TMenuEntry>; |
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TDropFilesFunc = procedure (Window: TCastleWindowBase; const FileNames: array of string); |
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TResizeAllowed = (...); |
Values
-
raNotAllowed:
-
raOnlyAtOpen:
-
raAllowed:
|
PGtkGLArea = PGtkWidget; |
For now I use GtkDrawingArea when CASTLE_WINDOW_GTK_2. But, really, GLAreaGtk could be any gtk widget with CASTLE_WINDOW_GTK_2.
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Constants
WindowPositionCenter = -1000000; |
|
WindowDefaultSize = -1000000; |
|
StandardParseOptions = [poGeometry, poScreenGeometry, poDisplay, poMacOsXProcessSerialNumber]; |
All "normal" command-line options, that most programs using CastleWindow should be able to handle without any problems.
In other words, most programs calling TCastleWindowBase.ParseParameters method can safely pass as the 1st parameter this constant, StandardParseOptions . Or they can simply call overloaded version of TCastleWindowBase.ParseParameters that doesn't take any parameters, it is always equivalent to calling TCastleWindowBase.ParseParameters(StandardParseOptions ).
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DefaultFpsCaptionUpdateInterval = 5000; |
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DefaultTooltipDelay = 1000; |
|
DefaultTooltipDistance = 10; |
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DefaultAntiAliasing = aaNone; |
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AntiAliasingNames: array [TAntiAliasing] 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)'
); |
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