Castle Game Engine: CastleControls: Class TCastleDialog

# Class TCastleDialog
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleControls ## Declaration `type TCastleDialog = class abstract(TUIControl)` ## Description Dialog box that can display a long text, with automatic vertical scrollbar. You can also add buttons at the bottom. You can also have an input text area. This can be used to make either a modal or non-modal dialog boxes. See CastleMessages for routines that intensively use this dialog underneath, giving you easy MessageXxx routines that ask user for confirmation and such. ## Hierarchy TComponent TInputListener TUIControl TCastleDialog ## Overview ### Fields
| `Answered: boolean;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Initialize( const TextList: TStringList; const ATextAlign: THorizontalPosition; const AButtons: array of TCastleButton; const ADrawInputText: boolean; const AInputText: string; const ABackground: TCastleImage);`
| `procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `function Press(const Event: TInputPressRelease): boolean; override;`
| `function Release(const Event: TInputPressRelease): boolean; override;`
| `function Motion(const Event: TInputMotion): boolean; override;`
| `procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override;`
| `procedure Render; override;`
| `function PositionInside(const Position: TVector2Single): boolean; override;`
### Properties
| `property InputText: string read FInputText write SetInputText;`
## Description ### Fields
| `Answered: boolean;`
Set this to `True` to signal that modal dialog window should be closed. This is not magically handled — if you implement a modal dialog box, you should check in your loop whether something set `Answered` to `True`.
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `procedure Initialize( const TextList: TStringList; const ATextAlign: THorizontalPosition; const AButtons: array of TCastleButton; const ADrawInputText: boolean; const AInputText: string; const ABackground: TCastleImage);`
Assign display stuff. Call this before adding control to Controls list. ABackground instance becomes owned by this component.
| `procedure ContainerResize(const AContainerWidth, AContainerHeight: Cardinal); override;`
| `procedure GLContextOpen; override;`
| `procedure GLContextClose; override;`
| `function Press(const Event: TInputPressRelease): boolean; override;`
| `function Release(const Event: TInputPressRelease): boolean; override;`
| `function Motion(const Event: TInputMotion): boolean; override;`
| `procedure Update(const SecondsPassed: Single; var HandleInput: boolean); override;`
| `procedure Render; override;`
| `function PositionInside(const Position: TVector2Single): boolean; override;`
### Properties
| `property InputText: string read FInputText write SetInputText;`
Input text. Displayed only if DrawInputText.
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