Castle Game Engine: CastleControl: Class TCastleControlCustom

# Class TCastleControlCustom
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleControl ## Declaration `type TCastleControlCustom = class(TCastleControlBase, IUIContainer)` ## Description OpenGL control, with extensions for "Castle Game Engine", including Controls list for TUIControl instances. Keeps a Controls list, so you can easily add TUIControl instances to this window (like TCastleOnScreenMenu, TCastleButton and more). We will pass events to these controls, draw them etc. ## Hierarchy TOpenGLControl TCastleControlBase TCastleControlCustom ## Overview ### Fields
| `internal const DefaultTooltipDelay = 1000;`
| `internal const DefaultTooltipDistance = 10;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `function Mouse3dLoaded: boolean;`
### Properties
| `property Focus: TUIControl read FFocus;`
| `property TooltipVisible: boolean read FTooltipVisible;`
| `property TooltipX: Integer read FTooltipX;`
| `property TooltipY: Integer read FTooltipY;`
| `property OnDrawStyle: TUIControlDrawStyle read FOnDrawStyle write FOnDrawStyle default dsNone;`
| `property Controls: TUIControlList read FControls;`
| `property TooltipDelay: TMilisecTime read FTooltipDelay write FTooltipDelay default DefaultTooltipDelay;`
| `property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance default DefaultTooltipDistance;`
## Description ### Fields
| `internal const DefaultTooltipDelay = 1000;`
| `internal const DefaultTooltipDistance = 10;`
### Methods
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
| `function Mouse3dLoaded: boolean;`
### Properties
| `property Focus: TUIControl read FFocus;`
Returns the control that should receive input events first, or `Nil` if none. More precisely, this is the first on Controls list that is enabled and under the mouse cursor. `Nil` is returned when there's no enabled control under the mouse cursor, or when UseControls = `False`.
| `property TooltipVisible: boolean read FTooltipVisible;`
When the tooltip should be shown (mouse hovers over a control with a tooltip) then the `TooltipVisible` is set to `True`, and TooltipX, TooltipY indicate left-bottom suggested position of the tooltip. The tooltip is only detected when TUIControl.TooltipStyle <> dsNone. See TUIControl.TooltipStyle and TUIControl.DrawTooltip. For simple purposes just set TUIControlFont.Tooltip to something non-empty.
| `property TooltipX: Integer read FTooltipX;`
| `property TooltipY: Integer read FTooltipY;`
| `property OnDrawStyle: TUIControlDrawStyle read FOnDrawStyle write FOnDrawStyle default dsNone;`
How OnDraw callback fits within various Draw methods of our Controls. See TCastleWindowCustom.OnDrawStyle for full description.
| `property Controls: TUIControlList read FControls;`
Controls listening for user input (keyboard / mouse) to this window. Usually you explicitly add / delete controls to this list. Also, freeing the control that is on this list automatically removes it from this list (using the TComponent.Notification mechanism).
| `property TooltipDelay: TMilisecTime read FTooltipDelay write FTooltipDelay default DefaultTooltipDelay;`
| `property TooltipDistance: Cardinal read FTooltipDistance write FTooltipDistance default DefaultTooltipDistance;`
Generated by PasDoc 0.13.0 on 2013-08-17 21:27:12