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