Castle Game Engine: CastleWindowTouch: Class TCastleWindowTouch

# Class TCastleWindowTouch
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleWindowTouch ## Declaration `type TCastleWindowTouch = class(TCastleWindow)` ## Description no description available, TCastleWindow description follows Window with an OpenGL context, most comfortable to render 3D worlds with 2D controls above. Add your 3D stuff to the scene manager available in SceneManager property. Add your 2D stuff to the TCastleWindowCustom.Controls property (from ancestor TCastleWindowCustom). You can directly access the SceneManager and configure it however you like. You have comfortable Load method that simply loads a single 3D model to your world. If you're looking for analogous Lazarus component (that does basically the same, but can be placed on a Lazarus form) see TCastleControl component. ## Hierarchy TComponent TCastleWindowCustom TCastleWindow TCastleWindowTouch ## Overview ### Fields
| `internal const DefaultAutomaticWalkTouchCtl = tiCtlWalkDragRotate;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `procedure NavigationInfoChanged; override;`
| `procedure DoUpdate; override;`
### Properties
| `property TouchInterface: TTouchInterface read FTouchInterface write SetTouchInterface;`
| `property AutomaticTouchInterface: boolean read FAutomaticTouchInterface write SetAutomaticTouchInterface default false;`
| `property AutomaticWalkTouchCtl: TTouchInterface read FAutomaticWalkTouchCtl write SetAutomaticWalkTouchCtl default DefaultAutomaticWalkTouchCtl;`
## Description ### Fields
| `internal const DefaultAutomaticWalkTouchCtl = tiCtlWalkDragRotate;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `procedure NavigationInfoChanged; override;`
| `procedure DoUpdate; override;`
### Properties
| `property TouchInterface: TTouchInterface read FTouchInterface write SetTouchInterface;`
Configure touch controls to be displayed on the window. This automatically manages under the hood 0, 1 or 2 TCastleTouchControl instances, placing them at suitable positions and handling their operations. Note that you can set AutomaticTouchInterface = `True` to have this property automatically adjusted. (In which case you should not set this directly.)
| `property AutomaticTouchInterface: boolean read FAutomaticTouchInterface write SetAutomaticTouchInterface default false;`
Automatically adjust TouchInterface (showing / hiding proper touch controls) based on the current navigation type. The navigation type is obtained from the camera of the default viewport, see TCastleWindow.NavigationType.
| `property AutomaticWalkTouchCtl: TTouchInterface read FAutomaticWalkTouchCtl write SetAutomaticWalkTouchCtl default DefaultAutomaticWalkTouchCtl;`
When using AutomaticTouchInterface = `True`, which touch interface should be used when walking (since there are multiple sensible choices). Select between tiCtlWalkCtlRotate or tiCtlWalkDragRotate (default).
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