Castle Game Engine: CastleControls: Class TCastleProgressBar

# Class TCastleProgressBar
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleControls ## Declaration `type TCastleProgressBar = class(TUIControl)` ## Description no description available, TUIControl description follows Basic user interface control class. All controls derive from this class, overriding chosen methods to react to some events. Various user interface containers (things that directly receive messages from something outside, like operating system, windowing library etc.) implement support for such controls. Control may handle mouse/keyboard input, see Press and Release methods. Various methods return boolean saying if input event is handled. The idea is that not handled events are passed to the next control suitable. Handled events are generally not processed more — otherwise the same event could be handled by more than one listener, which is bad. Generally, return ExclusiveEvents if anything (possibly) was done (you changed any field value etc.) as a result of this, and only return `False` when you're absolutely sure that nothing was done by this control. All screen (mouse etc.) coordinates passed here should be in the usual window system coordinates, that is (0, 0) is left-top window corner. (Note that this is contrary to the usual OpenGL 2D system, where (0, 0) is left-bottom window corner.) ## Hierarchy TComponent TInputListener TUIControl TCastleProgressBar ## Overview ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Render; override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `function Rect: TRectangle;`
### Properties
| `property Progress: TProgress read FProgress write FProgress;`
| `property Background: TCastleImage read FBackground write SetBackground;`
| `property YPosition: Single read FYPosition write FYPosition default TProgressUserInterface.DefaultBarYPosition;`
## Description ### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Render; override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `function Rect: TRectangle;`
### Properties
| `property Progress: TProgress read FProgress write FProgress;`
Progress that rules the position and title displayed.
| `property Background: TCastleImage read FBackground write SetBackground;`
Background drawn under the progress bar. May be left unassigned (`Nil`), in which case you're responsible for making sure some other control (like TCastleSimpleBackground or maybe 3D viewport) always covers the screen underneath. When it's assigned, it's always drawn scaled to cover the whole screen (container). It's owner by this component (it will be automatically freed when necessary).
| `property YPosition: Single read FYPosition write FYPosition default TProgressUserInterface.DefaultBarYPosition;`
Vertical positon of the progress bar. 0 means the middle of progress bar is at the bottom of the container, 1 means at the top. 0.5 indicates the middle, and it's the default. Note that extreme values (0 or 1) mean that bottom or top half of the progress bar doesn't fit on the screen, as this property positions the middle of the progress bar.
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