GuidemoD.dpr 1.7 KB

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  1. {: A sample for the Gui interface system.
  2. To use the Gui you must place a TGLGUILayout component on your form,
  3. this is a storage for Gui layouts within a single texture, each layout
  4. is identified by a name. All Layouts can be used with any Gui Component,
  5. however features like a forms title might look awkward on a checkbox...
  6. For correct usage a Material Library should be used.
  7. Both the TGLGUILayout and each gui component should have the same
  8. material from the material library.
  9. A BitmapFont or WindowsFont should also be used and applied to both
  10. layout and components.
  11. To Interface correctly, handlers must send the mouse and key events
  12. to a root gui component, this can be any of the keyboard aware gui
  13. components or a RootControl(a tramsparent component with no other purpose)
  14. Plus the root gui component should have its DoChanges invoked, this
  15. makes form movement and other mouse/key events changes fluintly
  16. match the rendering process, eg no flicker.
  17. All other Gui component must be below the root control in the GLScene
  18. hierachy, this is a rule which allows you to seperate gui from the
  19. rest of glscene and save some clock cycles on <tab> operations.
  20. Plus mouse events...
  21. For a more thorough look on the gui please check out my article on
  22. the glscene back bone: http://www.ting.it/gls.dll
  23. in the "Source" - "Core" Section called "An Overview: GLScene GUI"
  24. <b>History : </b><font size=-1><ul>
  25. <li>10/11/12 - PW - Added miFPS to output FPS
  26. <li>27/09/02 - JAJ - Creation
  27. </ul></font>
  28. }
  29. program GuidemoD;
  30. uses
  31. Forms,
  32. fGuiDemoD in 'fGuiDemoD.pas' {FormGuidemo};
  33. {$R *.RES}
  34. begin
  35. Application.Initialize;
  36. Application.CreateForm(TFormGuidemo, FormGuidemo);
  37. Application.Run;
  38. end.