Class TUIContainer
Unit
CastleUIControls
Declaration
type TUIContainer = class abstract(TComponent)
Description
Abstract user interface container. Connects OpenGL context management code with Castle Game Engine controls (TCastleUserInterface, that is the basis for all our 2D and 3D rendering). When you use TCastleWindowBase (a window) or TCastleControlBase (Lazarus component), they provide you a non-abstract implementation of TUIContainer.
Basically, this class manages a Controls list.
We pass our inputs (mouse / key / touch events) to the controls on this list. Input goes to the front-most (that is, last on the Controls list) control under the event position (or mouse position, or the appropriate touch position). We use TCastleUserInterface.CapturesEventsAtPosition to decide this (by default it simply checks control's TCastleUserInterface.RenderRect vs the given position). As long as the event is not handled, we search for the next control that can handle this event and returns TCastleUserInterface.CapturesEventsAtPosition = True.
We also call various methods to every control. These include TInputListener.Update, TCastleUserInterface.Render, TInputListener.Resize.
Hierarchy
- TObject
- TPersistent
- TComponent
- TUIContainer
Overview
Fields
Methods
Properties
Description
Fields
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nested const DefaultBackgroundColor: TVector4 = (Data: (0.1, 0.1, 0.1, 1)); |
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Methods
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procedure Notification(AComponent: TComponent; Operation: TOperation); override; |
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procedure SetInternalCursor(const Value: TMouseCursor); virtual; |
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function GetMousePosition: TVector2; virtual; |
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procedure SetMousePosition(const Value: TVector2); virtual; |
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function GetTouches(const Index: Integer): TTouch; virtual; |
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function SettingMousePositionCausesMotion: Boolean; virtual; |
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Does setting MousePosition also causes Motion / OnMotion events. While we tried to make everything work reliably always, the mouse look logic just needs to know this.
It is easy to test it in practice. Just run examples/window/window_events.lpr, move mouse around, and press "5" (this does "MousePosition := window middle").
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function DefaultUIScale: Single; |
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Get the default UI scale of controls. Useful only when GLInitialized, when we know that our size is sensible. Almost all UI code should rather be placed in TCastleUserInterface, and use TCastleUserInterface.UIScale, not directly accessing Container.DefaultUIScale or Container.FCalculatedUIScale.
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure EventClose(const OpenWindowsCount: Cardinal); virtual; |
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procedure EventUpdate; virtual; |
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function AllowSuspendForInput: boolean; |
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procedure EventBeforeRender; virtual; |
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procedure EventRender; virtual; |
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procedure EventResize; virtual; |
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function EventJoyAxisMove(const JoyID, Axis: Byte): boolean; virtual; |
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function EventJoyButtonPress(const JoyID, Button: Byte): boolean; virtual; |
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function EventSensorRotation(const X, Y, Z, Angle: Double; const SecondsPassed: Single): boolean; virtual; |
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function EventSensorTranslation(const X, Y, Z, Length: Double; const SecondsPassed: Single): boolean; virtual; |
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function Controls: TChildrenControls; |
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Controls listening for events (user input, resize, and such) of this container.
Usually you explicitly add / remove controls to this list using the Controls.InsertFront or Controls.InsertBack methods. Freeing any control that is on this list automatically removes it from this list (we use the TComponent.Notification mechanism).
Controls on the list should be specified in back-to-front order. That is, controls at the beginning of this list are rendered first, and are last to catch some events, since the rest of controls cover them.
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procedure Invalidate; virtual; |
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Redraw the contents of of this window, at the nearest suitable time. This method does not redraw immediately (it does not call EventBeforeRender and EventRender inside), it only makes sure that they will be called very soon. Calling this on a closed container (with GLInitialized = False) is allowed and ignored.
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function GLInitialized: boolean; virtual; |
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Is the OpenGL context initialized.
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function Width: Integer; virtual; abstract; |
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Container size, in pixels. This is expressed in real device pixels. Prefer using UnscaledWidth instead of this. UnscaledWidth is more natural when you use UI scaling (UIScaling), and it's simply equal to Width when UI scaling is not used.
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function Height: Integer; virtual; abstract; |
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Container size, in pixels. This is expressed in real device pixels. Prefer using UnscaledHeight instead of this. UnscaledHeight is more natural when you use UI scaling (UIScaling), and it's simply equal to Height when UI scaling is not used.
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function Rect: TRectangle; virtual; |
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Container size, in pixels. This is expressed in real device pixels, using Width and Height. Prefer using UnscaledRect instead of this. UnscaledRect is more natural when you use UI scaling (UIScaling), and it's simply equal to Rect when UI scaling is not used.
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function ScaledStatusBarHeight: Cardinal; virtual; |
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Translucent status bar height in the container, in pixels. This is expressed in real device pixels. Prefer using StatusBarHeight instead of this.
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function UnscaledWidth: Single; |
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Container width as seen by controls with UI scaling. In other words, this is the real Width with UI scaling reversed (divided). Suitable to adjust size of your UI controls to container, when UI scaling is used.
This is equivalent to just Width when UIScaling is usNone (default).
Note: the name "unscaled" may seem a little unintuitive, but it's consistent. We call UI sizes "scaled" when they are expressed in real device pixels, because they are usually calculated as "desired size * UIScaling". So the UI size is "unscaled" when it's expressed in your "desired size". We usually don't use the prefix "unscaled" (e.g. TCastleUserInterface.Width is "unscaled" by we don't call it "UnscaledWidth"). But here, we use prefix "unscaled", because the TUIContainer.Width is (for historic reasons) the "real" size.
See also
- UnscaledHeight
- Container height as seen by controls with UI scaling.
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function UnscaledHeight: Single; |
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Container height as seen by controls with UI scaling.
See also
- UnscaledWidth
- Container width as seen by controls with UI scaling.
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function UnscaledRect: TFloatRectangle; |
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Container rectangle as seen by controls with UI scaling.
See also
- UnscaledWidth
- Container width as seen by controls with UI scaling.
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function StatusBarHeight: Single; |
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Translucent status bar height inside the container as seen by controls with UI scaling.
Status bar occupies the top part of the container height. Invisible status bar returns height equal zero.
See also
- UnscaledWidth
- Container width as seen by controls with UI scaling.
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function Dpi: Single; virtual; |
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Dots per inch, specifying the relation of screen pixels to physical size.
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function Focused: boolean; virtual; |
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Is the window focused now, which means that keys/mouse events are directed to this window.
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function TouchesCount: Integer; virtual; |
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Count of currently active touches (mouse or fingers pressed) on the screen.
See also
- Touches
- Currently active
touches on the screen.
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procedure RenderControl(const Control: TCastleUserInterface; const ViewportRect: TRectangle); |
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Render a TCastleUserInterface (along with all it's children).
This method can be used to render UI control into an image, TDrawableImage, when it is surrounded by TDrawableImage.RenderToImageBegin and TDrawableImage.RenderToImageEnd. See example ../../../examples/3d_rendering_processing/render_3d_to_image.lpr.
It can also be used with more low-level TGLRenderToTexture. See example ../../../examples/3d_rendering_processing/render_3d_to_texture_and_use_as_quad.lpr.
This is a good method to render the UI control off-screen. It can render any UI control, including e.g. TCastleViewport with 3D stuff inside TCastleScene.
The contents of the Controls list doesn't matter for this method. In particular, it doesn't matter if the Control (given as a parameter) is present on the list of current Controls. This method explicitly renders the given Control parameter (and it's children), nothing more, nothing less.
More details what this method does:
Temporarily sets Control.Container, if needed.
Makes sure OpenGL resources of the control are initialized. If needed, it calls Control.GLContextOpen and Control.GLContextClose around. This is needed when you want to perform off-screen rendering, but the control's OpenGL resources are not initialized yet, e.g. because it is not present on the Controls list.
Note that doing this repeatedly may be a slowdown (how much, it depends on the actual TCastleUserInterface – some controls do nothing in TCastleUserInterface.GLContextOpen, some controls do a lot). If you want to repeatedly call RenderControl on the same Control, it is more efficient to first explicitly create it's OpenGL resources, e.g. by calling Control.GLContextOpen explicitly. Or adding the control to the Controls list.
Calls Control.Resize, which may be expected by some controls.
Calls Control.BeforeRender, which may be expected by some controls.
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procedure SaveScreen(const URL: string); overload; |
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Capture the current container (window) contents to an image (or straight to an image file, like png).
Note that only capturing from the double-buffered OpenGL windows (which the default for our TCastleWindowBase and TCastleControlBase) is reliable. Internally, these methods may need to redraw the screen to the back buffer, because that's the only guaranteed way to capture OpenGL drawing (you have to capture the back buffer, before swap).
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function SaveScreenRgba(const SaveRect: TRectangle): TRGBAlphaImage; |
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Capture the current container (window) contents to an image with alpha.
An example:
uses SysUtils,
CastleWindow, CastleLog, CastleVectors, CastleUIControls, CastleScene,
CastleViewport, CastleKeysMouse, CastleImages;
procedure Press(Container: TUIContainer; const Event: TInputPressRelease);
var
Image: TRGBAlphaImage;
begin
if Event.IsKey(keyF5) then
begin
Image := Container.SaveScreenRgba;
try
SaveImage(Image, 'save_screen_rgba.png');
finally FreeAndNil(Image) end;
end;
end;
var
Window: TCastleWindowBase;
Viewport: TCastleViewport;
Scene: TCastleScene;
begin
Window := TCastleWindowBase.Create(Application);
Window.AlphaBits := 8;
Window.Container.BackgroundColor := Vector4(1, 1, 1, 0);
Window.OnPress := @Press;
Window.Open;
Viewport := TCastleViewport.Create(Application);
Viewport.FullSize := true;
Viewport.AutoCamera := true;
Viewport.AutoNavigation := true;
Viewport.Transparent := true;
Window.Controls.InsertFront(Viewport);
Scene := TCastleScene.Create(Application);
Scene.Load('castle-data:/teapot.x3dv');
Scene.Spatial := [ssRendering, ssDynamicCollisions];
Scene.ProcessEvents := true;
Viewport.Items.Add(Scene);
Viewport.Items.MainScene := Scene;
Application.Run;
end.
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function SaveScreenToDefaultFile: String; |
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Capture the current container (window) contents to an image and save it to file, following the current platform/user preferred directory to store screenshots.
On Windows, this saves files to user's "My Pictures" directory. On Unix (using freedesktop standard) this saves files to directory like ˜/Pictures . On macOS, this saves files to the home directory right now. On other platforms, it may follow the most established convention, or abort if no place (where we have permissions to store screenshots) exists.
You can use SaveScreenPath yourself to have more control over the target location.
Returns the saved file URL, so that you can e.g. show it to user.
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procedure MouseLookPress; |
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For tracking mouse look. See MouseLookDelta.
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procedure MouseLookUpdate; |
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For tracking mouse look. See MouseLookDelta.
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function MouseLookDelta(const Event: TInputMotion): TVector2; |
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Read mouse position delta from container middle, and try to set mouse position to container middle.
This can be used to perform "mouse look" or a similar effect, when user doesn't see the mouse cursor, but user can move something by dragging with mouse. Moreover, user should not notice any "bounds" to this dragging (that's why we try to keep mouse position in container middle, to avoid screen borders from acting as constrains on mouse movement).
This is automatically used by TCastleWalkNavigation.MouseLook. You can use it yourself for custom effects "like mouse look". The template to use this is below. See the CGE examples examples/user_interface/dragging_test/ for a working code demonstrating this.
function TMyState.Press(const Event: TInputPressRelease): Boolean;
begin
Result := inherited;
if Result then Exit;
if Event.IsMouseButton(buttonLeft) then
begin
Drag := true;
Cursor := mcForceNone;
Container.MouseLookPress;
end;
end;
function TMyState.Release(const Event: TInputPressRelease): Boolean;
begin
Result := inherited;
if Result then Exit;
if Event.IsMouseButton(buttonLeft) then
begin
Drag := false;
Cursor := mcDefault;
end;
end;
procedure TMyState.Update(const SecondsPassed: Single;
var HandleInput: Boolean);
begin
inherited;
if Drag then
Container.MouseLookUpdate;
end;
function TNewFightUi.Motion(const Event: TInputMotion): Boolean;
var
Delta: TVector2;
begin
Result := inherited;
if Result then Exit;
if Drag then
begin
Delta := Container.MouseLookDelta(Event);
end;
end;
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procedure ReleaseCapture(const C: TCastleUserInterface); |
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When the control accepts the "press" event, it automatically captures the following motion and release events, hijacking them from other controls, regardless of the mouse cursor position. This is usually desirable, to allow the control to handle the dragging. But sometimes you want to cancel the dragging, and allow other controls to handle the following motion and release events, in which case calling this method helps.
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Properties
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property OnBeforeRender: TContainerEvent read FOnBeforeRender write FOnBeforeRender; |
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property Cursor: TMouseCursor write SetInternalCursor; deprecated 'do not set this, engine will override this. Set TCastleUserInterface.Cursor of your UI controls to control the Cursor.'; |
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Warning: this symbol is deprecated: do not set this, engine will override this. Set TCastleUserInterface.Cursor of your UI controls to control the Cursor. |
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property Focus: TCastleUserInterfaceList read FFocus; |
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Returns the controls that should receive input events, from back to front. So the front-most control, that should receive events first, is last on this list.
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property MousePressed: TCastleMouseButtons read FMousePressed write FMousePressed; |
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Currently pressed mouse buttons. When this changes, you're always notified by OnPress or OnRelease events.
This value is always current, in particular it's already updated before we call events OnPress or OnRelease.
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property Pressed: TKeysPressed read FPressed; |
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Keys currently pressed.
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property Touches[Index:Integer]: TTouch read GetTouches; |
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Currently active touches on the screen. This tracks currently pressed fingers, in case of touch devices (mobile, like Android and iOS). In case of desktops, it tracks the current mouse position, regardless if any mouse button is currently pressed.
Indexed from 0 to TouchesCount - 1.
See also
- TouchesCount
- Count of currently active touches (mouse or fingers pressed) on the screen.
- TTouch
- Tracking of a touch by a single finger, used by TTouchList.
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property ForceCaptureInput: TCastleUserInterface
read FForceCaptureInput write SetForceCaptureInput; |
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Force passing events to the given control first, regardless if this control is under the mouse cursor. Before we even send events to the currently "capturing" control (for example, when you're dragging the slider, it is "capturing" mouse events until you release the mouse), they are send to this control.
The control given here will always have focus (that is, TCastleUserInterface.Focused will be set to true shortly after it becomes the ForceCaptureInput).
An example when this is useful is when you use camera MouseLook, and the associated viewport does not fill the full window (TCastleViewport.FullSize is False, and actual sizes are smaller than window, and may not include window center). In this case you want to make sure that motion events get passed to this control, and that this control has focus (to keep mouse cursor hidden).
The engine itself never automatically sets this property. It is up to your application code to set this, if you need.
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property OverrideCursor: TMouseCursor read FOverrideCursor write FOverrideCursor
default mcDefault; |
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When this is not mcDefault, it sets the cursor, regardless of cursor specified at the TInputListener.Cursor value of the focused control. It even takes precedence over any control using mcForceNone (so it can force the cursor to be visible anyway).
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property TooltipDelay: Single read FTooltipDelay write FTooltipDelay
default DefaultTooltipDelay; |
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Delay in seconds before showing the tooltip.
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property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance
default DefaultTooltipDistance; |
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property UIScaling: TUIScaling
read FUIScaling write SetUIScaling default usNone; |
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Enable automatic scaling of the UI.
This allows your UI to look correctly on various window sizes (great both for mobile and desktop, where window size may vary wildly). The idea is that you can set UI controls sizes (like TCastleUserInterface.Width, TCastleUserInterface.Height) to a simple constant values. And you should also set appropriate anchors (choose wisely whether to anchor e.g. to left or right, as the simulated window size still has variable aspect ratio). And the result will look good on any actual window size. All the controls will be scaled to fill the same window part. The scaling is actually done by scaling the coordinates, so there's no quality loss, whole rendering just adjusts to the actual window size in a smart way.
See TUIScaling values for precise description how it works.
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property UIReferenceHeight: Single
read FUIReferenceHeight write SetUIReferenceHeight default 0; |
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property BackgroundEnable: Boolean
read FBackgroundEnable write FBackgroundEnable default true; |
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Before rendering anything else, fill the color buffer with BackgroundColor. By default this is True.
You can set this to False to gain a little speed, if you know you always draw something that fills the whole container. For example:
If you set this to False, but do not draw something else over the entire container, then the screen contents at the beginning are undefined.
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property BackgroundColor: TCastleColor
read FBackgroundColor write FBackgroundColor; |
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Color that fills the window by default. By default it is DefaultBackgroundColor, which is very dark gray.
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