| Description | Hierarchy | Fields | Methods | Properties |
type TTimeMessagesManager = class(TObject)
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maxMessagesCount: integer; |
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messageDuration: TMilisecTime; |
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glwin: TGLWindow; |
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procedure Show(const s: string); overload; |
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procedure Show(s: TStrings); overload; |
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procedure Clear; |
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procedure Idle; |
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procedure Draw2d(GLMaxX, GLMaxY, PixelWidth, PixelHeight: integer); |
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function DrawNeeded: boolean; |
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constructor Create(Aglwin: TGLwindow; AHorizMessgPosition: THorizPosition; AVertMessgPosition: TVertPosition; ADisplayPixelWidth: integer); |
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destructor Destroy; override; |
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property HorizMessgPosition: THorizPosition read FHorizMessgPosition; |
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property VertMessgPosition: TVertPosition read FVertMessgPosition; |
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property DisplayPixelWidth: integer read FDisplayPixelWidth; |
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property Color: TVector3Single read FColor write FColor; |
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property MessageFont: TGLBitmapFont_Abstract read FMessageFont; |
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maxMessagesCount: integer; |
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ile messagy może byc maksymalnie na ekranie | |
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messageDuration: TMilisecTime; |
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ile czasu message może pozostac na ekranie. Message "wypada" jesli zajdzie choc jeden z 2 warunkow - koniec czasu lub potrzeba miejsce na nowy string. | |
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glwin: TGLWindow; |
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okienko do ktorego beda wysylane PostRedisplay gdy zajdzie potrzeba jego przemalowania (bo pojawi sie nowy mesage lub zniknie stary message). Moze byc = nil jezeli nie chcesz zeby bylo wtedy wysylane PostRedisplay gdziekolwiek. | |
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procedure Show(const s: string); overload; |
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Show = zglos nowy message. W wersji (s: string) znaki nl beda automatycznie rozpoznane w s wiec s moze tak naprawde oznaczac wiele linijek tekstu. Ponadto jezeli DisplayPixelWidth > 0 to tekst moze zostac polamany tak zeby zmiescil sie na DisplayPixelWidth. | |
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procedure Show(s: TStrings); overload; |
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procedure Clear; |
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procedure Idle; |
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wywoluj | |
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function DrawNeeded: boolean; |
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This returns whether Draw2d will actually draw anything. This just checks whether we have any messages that we want to display — if not, then you don't need to call Draw2d, as it will not do anything. This function is useful only if you want to draw some background under TimeMessages, like in "The Castle". Then you want to know whether the background is needed now or not — that's where this function is usefull. | |
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constructor Create(Aglwin: TGLwindow; AHorizMessgPosition: THorizPosition; AVertMessgPosition: TVertPosition; ADisplayPixelWidth: integer); |
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konstrukctor i destruktor musza byc uruchomione w tym kontekscie OpenGL'a w ktorym pozniej maja wyswietlac message'y. (typowo - w glw.OnInit / OnClose. | |
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destructor Destroy; override; |
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property HorizMessgPosition: THorizPosition read FHorizMessgPosition; |
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property VertMessgPosition: TVertPosition read FVertMessgPosition; |
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property DisplayPixelWidth: integer read FDisplayPixelWidth; |
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property Color: TVector3Single read FColor write FColor; |
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property MessageFont: TGLBitmapFont_Abstract read FMessageFont; |
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Font used to draw messages. Read-only for now, in the future you should be allowed to change it. | |