Castle Game Engine: CastleControls

# Unit CastleControls
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Controls drawn inside OpenGL context. ## Uses Classes CastleVectors CastleUIControls CastleFonts CastleTextureFontData CastleKeysMouse CastleImages CastleUtils CastleGLImages CastleRectangles CastleColors CastleProgress ## Overview ### Classes, Interfaces, Objects and Records
Name | Description
--- | ---
Class `TUIControlFont` | Base class for all controls inside an OpenGL context using a font.
Class `TCastleButton` | Button inside OpenGL context.
Class `TCastlePanel` | Panel inside OpenGL context.
Class `TCastleImageControl` | Image control inside OpenGL context.
Class `TCastleTouchControl` | Control for touch interfaces.
Class `TCastleSimpleBackground` | Simple background fill.
Class `TCastleDialog` | Dialog box that can display a long text, with automatic vertical scrollbar.
Class `TCastleLabel` | Label with possibly multiline text, in a box.
Class `TCastleCrosshair` |
Class `TCastleProgressBar` |
Class `TCastleTheme` | Theme for 2D GUI controls.
### Functions and Procedures
`function GetUIFont: TCastleFont;`
`procedure SetUIFont(const Value: TCastleFont);`
`function GetUIFontSmall: TCastleFont;`
`procedure SetUIFontSmall(const Value: TCastleFont);`
`function Theme: TCastleTheme;`
`procedure Register;`
### Types
`TCastleButtonImageLayout = (...);`
`TCastleTouchCtlMode = (...);`
`TCastleTouchPosition = (...);`
`TThemeImage = (...);`
`TCastleCrosshairShape = (...);`
### Variables
`property UIFont: TCastleFont read GetUIFont write SetUIFont;`
`property UIFontSmall: TCastleFont read GetUIFontSmall write SetUIFontSmall;`
## Description ### Functions and Procedures
`function GetUIFont: TCastleFont;`
The 2D fonts used throughout UI interface. They work fast. Actually, only the first "create" call does actual work. The font is kept until the GL context is destroyed. (We used to have reference-counting for this, but actually just keeping the resource for the rest of GL context life is 1. easier and 2. better, because we want to keep the resource even if you destroy and then recreate all your controls.)
`procedure SetUIFont(const Value: TCastleFont);`
`function GetUIFontSmall: TCastleFont;`
`procedure SetUIFontSmall(const Value: TCastleFont);`
`function Theme: TCastleTheme;`
`procedure Register;`
### Types
`TCastleButtonImageLayout = (...);`
###### Values ilTop: ilBottom: ilLeft: ilRight:
`TCastleTouchCtlMode = (...);`
###### Values ctcmWalking: ctcmWalkWithSideRot: ctcmHeadRotation: ctcmFlyUpdown: ctcmPanXY:
`TCastleTouchPosition = (...);`
###### Values tpManual: tpLeft: tpRight:
`TThemeImage = (...);`
###### Values tiPanel: tiPanelSeparator: tiProgressBar: tiProgressFill: tiButtonPressed: tiButtonFocused: tiButtonNormal: tiWindow: tiScrollbarFrame: tiScrollbarSlider: tiSlider: tiSliderPosition: tiLabel: tiActiveFrame: tiTooltip: tiTouchCtlInner: tiTouchCtlOuter: tiTouchCtlFlyInner: tiTouchCtlFlyOuter: tiCrosshair1: tiCrosshair2:
`TCastleCrosshairShape = (...);`
###### Values csCross: csCrossRect:
### Variables
`property UIFont: TCastleFont read GetUIFont write SetUIFont;`
`property UIFontSmall: TCastleFont read GetUIFontSmall write SetUIFontSmall;`
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