Class TCastleCrosshair
Unit
Declaration
type TCastleCrosshair = class(TCastleUserInterface)
Description
Display a simple crosshair in the middle of the parent control.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleUserInterface
- TCastleCrosshair
Overview
Fields
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nested const DefaultSize = 16.0; |
Methods
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Render; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
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property Color: TCastleColor read FColor write SetColor; |
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property Shape: TCastleCrosshairShape read FShape write SetShape default csCross; |
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property HorizontalAnchorSelf default hpMiddle; |
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property HorizontalAnchorParent default hpMiddle; |
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property VerticalAnchorSelf default vpMiddle; |
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property VerticalAnchorParent default vpMiddle; |
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property Width default DefaultSize; |
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property Height default DefaultSize; |
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property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
Description
Fields
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nested const DefaultSize = 16.0; |
Methods
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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procedure Render; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
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property Color: TCastleColor read FColor write SetColor; |
Color tint of the crosshair. This simply multiplies the crosshair RGBA image. By default this is opaque white. |
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property Shape: TCastleCrosshairShape read FShape write SetShape default csCross; |
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property HorizontalAnchorSelf default hpMiddle; |
By default, crosshair is centered. |
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property HorizontalAnchorParent default hpMiddle; |
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property VerticalAnchorSelf default vpMiddle; |
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property VerticalAnchorParent default vpMiddle; |
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property Width default DefaultSize; |
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property Height default DefaultSize; |
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property ColorPersistent: TCastleColorPersistent read FColorPersistent ; |
Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly. See also
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