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 GL CastleVectors CastleUIControls CastleGLBitmapFonts CastleKeysMouse CastleImages CastleUtils CastleGLImages ## 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 `TCastleTheme` | Theme for controls derived from TUIControl.
### Functions and Procedures
`function GetUIFont: TGLBitmapFontAbstract;`
`procedure SetUIFont(const Value: TGLBitmapFontAbstract);`
`function GetUIFontSmall: TGLBitmapFontAbstract;`
`procedure SetUIFontSmall(const Value: TGLBitmapFontAbstract);`
`function Theme: TCastleTheme;`
`procedure Register;`
### Types
`TCastleButtonImageLayout = (...);`
### Variables
`property UIFont: TGLBitmapFontAbstract read GetUIFont write SetUIFont;`
`property UIFontSmall: TGLBitmapFontAbstract read GetUIFontSmall write SetUIFontSmall;`
## Description ### Functions and Procedures
`function GetUIFont: TGLBitmapFontAbstract;`
The bitmap 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: TGLBitmapFontAbstract);`
`function GetUIFontSmall: TGLBitmapFontAbstract;`
`procedure SetUIFontSmall(const Value: TGLBitmapFontAbstract);`
`function Theme: TCastleTheme;`
`procedure Register;`
### Types
`TCastleButtonImageLayout = (...);`
###### Values ilTop: ilBottom: ilLeft: ilRight:
### Variables
`property UIFont: TGLBitmapFontAbstract read GetUIFont write SetUIFont;`
`property UIFontSmall: TGLBitmapFontAbstract read GetUIFontSmall write SetUIFontSmall;`
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