Castle Game Engine: CastleSceneCore: Class TX3DBindableStack

# Class TX3DBindableStack
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleSceneCore ## Declaration `type TX3DBindableStack = class(TX3DBindableStackBasic)` ## Description Stack of bindable nodes (only the top, bound, node is used for rendering/navigation). This keeps a stack of TAbstractBindableNode, with comfortable routines to examine top and push/pop from top. The stack is actually stored as a list, with the last item being the top one. ## Hierarchy TFPGObjectList TX3DNodeList TX3DBindableStackBasic TX3DBindableStack ## Overview ### Methods
| `procedure DoBoundChanged; virtual;`
| `procedure DoScheduleBoundChanged;`
| `constructor Create(AParentScene: TCastleSceneCore);`
| `function Top: TAbstractBindableNode;`
| `procedure PushIfEmpty(Node: TAbstractBindableNode; SendEvents: boolean);`
| `procedure CheckForDeletedNodes(const RootNode: TX3DRootNode; const SendEvents: boolean);`
| `procedure Set_Bind(Node: TAbstractBindableNode; const Value: boolean); override;`
### Properties
| `property ParentScene: TCastleSceneCore read FParentScene;`
| `property OnBoundChanged: TSceneNotification read FOnBoundChanged write FOnBoundChanged;`
## Description ### Methods
| `procedure DoBoundChanged; virtual;`
Notification when the currently bound node, that is Top, changed. In this class, just calls OnBoundChanged if assigned.
| `procedure DoScheduleBoundChanged;`
Call DoBoundChanged at the nearest comfortable time. Either now (when not inside BeginChangesSchedule / EndChangesSchedule) or at a closing EndChangesSchedule.
| `constructor Create(AParentScene: TCastleSceneCore);`
| `function Top: TAbstractBindableNode;`
Returns top item on this stack, or `Nil` if not present.
| `procedure PushIfEmpty(Node: TAbstractBindableNode; SendEvents: boolean);`
Add new node to the top, but only if stack is currently empty. If SendEvents, then isBound = true and bindTime events will be send to newly bound node.
| `procedure CheckForDeletedNodes(const RootNode: TX3DRootNode; const SendEvents: boolean);`
Use when you suspect that some nodes on the stack are no longer present in VRML/X3D graph RootNode (they were deleted). In this case, they have to be removed from stack. If this will change the currently bound node, then the new bound node will receive isBound = true and bindTime events (the old node will not receive any set_bind = false or isBound = false events, since it may be destroyed by now).
| `procedure Set_Bind(Node: TAbstractBindableNode; const Value: boolean); override;`
Handle `set_bind` event send to given Node. This always generates appropriate events.
### Properties
| `property ParentScene: TCastleSceneCore read FParentScene;`
| `property OnBoundChanged: TSceneNotification read FOnBoundChanged write FOnBoundChanged;`
Notification when the currently bound node, that is Top, changed. This also includes notification when Top changed to (or from) `Nil`, that is when no node becomes bound or when some node is initially bound.
Generated by PasDoc 0.13.0 on 2015-06-15 04:43:11