Class TX3DField
Unit
Declaration
type TX3DField = class(TX3DFieldOrEvent)
Description
Base class for all VRML/X3D fields.
Common notes for all descendants: most of them expose a field or property "Value", which specifies the current value of the field. Many of them also expose DefaultValue and DefaultValueExists fields/properties, these should be the default X3D value for this field. You can even change DefaultValue after the object is created.
Most of descendants include constructor that initializes both DefaultValue and Value to the same thing, as this is what you usually want.
Some notes about Assign
method (inherited from TPersistent and overridied appropriately in TX3DField
descendants):
There are some exceptions, but usually assignment is possible only when source and destination field classes are equal.
Assignment (by
Assign
, inherited from TPersistent) tries to copy everything: name (with alternative names), default value, IsClauseNames, ValueFromIsClause, Exposed, and of course current value.Exceptions are things related to hierarchy of containers: ParentNode, ParentInterfaceDeclaration. Also ExposedEventsLinked.
If you want to copy only the current value, use AssignValue (or AssignLerp, where available).
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DFieldOrEvent
- TX3DField
Overview
Fields
OnInputIgnore: TInputIgnoreEvent; |
Methods
constructor Create(const AParentNode: TX3DFileItem; const AExposed: boolean; const AName: string); |
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constructor CreateUndefined(const AParentNode: TX3DFileItem; const AExposed: boolean; const AName: string); virtual; |
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destructor Destroy; override; |
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procedure Parse(Lexer: TX3DLexer; Reader: TX3DReader; IsClauseAllowed: boolean); |
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procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); virtual; abstract; |
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procedure ParseXMLAttributeLexer(Lexer: TX3DLexer; Reader: TX3DReader); virtual; |
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procedure ParseXMLAttribute(const AttributeValue: string; Reader: TX3DReader); virtual; |
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procedure ParseXMLElement(Element: TDOMElement; Reader: TX3DReader); virtual; |
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procedure FieldSaveToStream(Writer: TX3DWriter; FieldSaveWhenDefault: boolean = false; XmlAvoidSavingNameBeforeValue: boolean = false); |
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procedure SaveToStream(Writer: TX3DWriter); override; |
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function SaveToXml: TSaveToXmlMethod; override; |
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function EqualsDefaultValue: boolean; virtual; |
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function Equals(SecondValue: TX3DField): boolean; reintroduce; virtual; |
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function FastEqualsValue(SecondValue: TX3DField): boolean; virtual; |
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function EventIn: TX3DEvent; |
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function EventOut: TX3DEvent; |
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class function X3DType: string; virtual; |
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class function TypeName: string; deprecated 'use X3DType'; |
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class function CreateEvent(const AParentNode: TX3DFileItem; const AName: string; const AInEvent: boolean): TX3DEvent; virtual; |
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procedure AssignValue(Source: TX3DField); virtual; |
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procedure AssignDefaultValueFromValue; virtual; |
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procedure UnassignDefaultValue; virtual; |
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procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); virtual; |
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function CanAssignLerp: boolean; virtual; |
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procedure AddAlternativeName(const AlternativeName: string; const X3DMajorVersion: Integer); override; |
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procedure Changed; |
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function ExecuteChange: TX3DChange; virtual; |
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procedure Send(Value: TX3DField); overload; |
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procedure AddNotification(const Notification: TX3DEventReceive); |
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procedure RemoveNotification(const Notification: TX3DEventReceive); |
Properties
property ValueFromIsClause: boolean
read FValueFromIsClause write FValueFromIsClause; |
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property Exposed: boolean read FExposed write SetExposed default false; |
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property ExposedEvents [InEvent:boolean]: TX3DEvent
read GetExposedEvents; |
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property ExposedEventsLinked: boolean
read FExposedEventsLinked write SetExposedEventsLinked
default true; |
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property ChangeAlways: TX3DChange read FChangeAlways write FChangeAlways default chNone; |
Description
Fields
OnInputIgnore: TInputIgnoreEvent; |
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Methods
constructor Create(const AParentNode: TX3DFileItem; const AExposed: boolean; const AName: string); |
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Normal constructor. Descendants implementors notes: when implementing constructors in descendants, remember that Create in this class actually just calls CreateUndefined, and CreateUndefined is virtual. So when calling In fact, in descendants you should focus on moving all the work to CreateUndefined constructor. The Create constructor should be just a comfortable extension of CreateUndefined, that does the same and addiionally gets parameters that specify default field value. |
constructor CreateUndefined(const AParentNode: TX3DFileItem; const AExposed: boolean; const AName: string); virtual; |
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Virtual constructor, that you can use to construct field instance when field class is known only at runtime. The idea is that in some cases, you need to create fields using variable like FieldClass: TX3DFieldClass. See e.g. TX3DInterfaceDeclaration, VRML 2.0 feature that simply requires this ability, also implementation of TX3DSimpleMultField.Parse and TX3DSimpleMultField.CreateItemBeforeParse. Later you can initialize such instance from string using it's Parse method. Note that some exceptional fields simply cannot work when initialized by this constructor: these are SFEnum and SFBitMask fields. They simply need to know their TSFEnum.EnumNames, or TSFBitMask.FlagNames + TSFBitMask.NoneString + TSFBitMask.AllString before they can be parsed. I guess that's one of the reasons why these field types were entirely removed from VRML 2.0. |
destructor Destroy; override; |
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procedure Parse(Lexer: TX3DLexer; Reader: TX3DReader; IsClauseAllowed: boolean); |
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Parse inits properties from Lexer. In this class, Parse only appends to IsClauseNames: if we stand on "IS" clause (see VRML 2.0 spec about "IS" clause) and IsClauseAllowed then we append specified identifier to IsClauseNames. If "IS" clause not found, we call ParseValue which should actually parse field's value. Descendants should override ParseValue. |
procedure ParseValue(Lexer: TX3DLexer; Reader: TX3DReader); virtual; abstract; |
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procedure ParseXMLAttributeLexer(Lexer: TX3DLexer; Reader: TX3DReader); virtual; |
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Parse field value from X3D XML encoded attribute using a Lexer. Attributes in X3D are generally encoded such that normal |
procedure ParseXMLAttribute(const AttributeValue: string; Reader: TX3DReader); virtual; |
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Parse field value from X3D XML encoded attribute. Implementation in this class creates a Lexer to parse the string, and calls ParseXMLAttributeLexer. |
procedure ParseXMLElement(Element: TDOMElement; Reader: TX3DReader); virtual; |
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Parse field's value from XML Element children. This is used to read SFNode / MFNode field value inside <field> (for interface declaration default field value) and <fieldValue> inside <ProtoInstance>. |
procedure FieldSaveToStream(Writer: TX3DWriter; FieldSaveWhenDefault: boolean = false; XmlAvoidSavingNameBeforeValue: boolean = false); |
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Save the field to the stream. Field name (if set, omitted if empty) and value are saved. Unless the current field value equals default value and FieldSaveWhenDefault is IS clauses are not saved here (because they often have to be treated specially anyway, for XML encoding, for prototype declarations etc.). |
procedure SaveToStream(Writer: TX3DWriter); override; |
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Save the field to the stream. This simply calls FieldSaveToStream(Writer). See FieldSaveToStream for more comments and when you need control over FieldSaveWhenDefault behavior. It doesn't actually save anything if field value is defined and equals default value. |
function SaveToXml: TSaveToXmlMethod; override; |
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function EqualsDefaultValue: boolean; virtual; |
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Whether the value is equal to default. Returns always |
function Equals(SecondValue: TX3DField): boolean; reintroduce; virtual; |
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All descendants (that add some property that should be compared) should override this like Result := (inherited Equals(SecondValue)) and (SecondValue is TMyType) and (TMyType(SecondValue).MyProperty = MyProperty);
The floating-point fields may be compared with a small epsilon tolerance by this method. Note that this *doesn't* compare the default values of two fields instances. This compares only the current values of two fields instances, and eventually some other properties that affect parsing (like names for TSFEnum and TSFBitMask) or allowed future values (like TSFFloat.MustBeNonnegative). |
function FastEqualsValue(SecondValue: TX3DField): boolean; virtual; |
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Compare value of this field, with other field, fast. This compares only the values of the fields, not other properties (it doesn't care about names of the fields or such, or default values; only current values). In other words, it compares only the things copied by AssignValue. This tries to compare very fast, which means that for large (multi-valued) fields it may give up and answer Default implementation in this class ( |
function EventIn: TX3DEvent; |
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Exposed events of this field. |
function EventOut: TX3DEvent; |
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class function X3DType: string; virtual; |
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Field type in X3D, like |
class function TypeName: string; deprecated 'use X3DType'; |
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Warning: this symbol is deprecated: use X3DType |
class function CreateEvent(const AParentNode: TX3DFileItem; const AName: string; const AInEvent: boolean): TX3DEvent; virtual; |
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Create TX3DEvent descendant suitable as exposed event for this field. |
procedure AssignValue(Source: TX3DField); virtual; |
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Copies the current field value. Contrary to TPersistent.Assign, this doesn't copy the rest of properties. After setting, our ValueFromIsClause is always changed to
Descendants implementors notes: In this class, implementation takes care of setting our ValueFromIsClause to if Source is <appropriate class> then begin inherited; Value := Source.value; end else AssignValueRaiseInvalidClass(Source); Exceptions raised
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procedure AssignDefaultValueFromValue; virtual; |
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Set field's default value from the current value. Note that for now this doesn't guarantee that every possible field's value can be stored as default value. In case of trouble, it will silently record "no default is known" information, so e.g. EqualsDefaultValue will always return |
procedure UnassignDefaultValue; virtual; |
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Remove default value, recording that "no default is known". In effect EqualsDefaultValue will always return |
procedure AssignLerp(const A: Double; Value1, Value2: TX3DField); virtual; |
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Assigns value to this node calculated from linear interpolation between two given nodes Value1, Value2. Just like other lerp functions in our units (like CastleVectors.Lerp). Like AssignValue, this copies only the current value. All other properties (like Name, IsClauseNames, ValueFromIsClause, default value) are untouched. There are some special precautions for this:
Exceptions raised
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function CanAssignLerp: boolean; virtual; |
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Is AssignLerp usable on this field type?
Descendants implementors notes: In this class, this always returns |
procedure AddAlternativeName(const AlternativeName: string; const X3DMajorVersion: Integer); override; |
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procedure Changed; |
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Notify ParentNode.Scene that the value of this field changed. |
function ExecuteChange: TX3DChange; virtual; |
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What happens when the value of this field changes. This is called, exactly once, by TCastleSceneCore.InternalChangedField to determine what must be done when we know that value of this field changed. In overridden descendants, this can also do something immediately. Overriding this is similar to registering your callback by EventOut.AddNotification, with two additional benefits:
So overridding this is closer to "do something when field value changes" than registering notification by EventOut.AddNotification. |
procedure Send(Value: TX3DField); overload; |
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Set the value of the field, notifying the scenes and events engine. This sets the value of this field in the nicest possible way for any possible TCastleSceneCore (with events on or off) containing the node with this field. Precise specification:
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procedure AddNotification(const Notification: TX3DEventReceive); |
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Notifications when exposed field received new value through VRML/X3D event. Use only for exposed fields. This is simply a shortcut for Note that this observes the "out" event (not the "in" event). This way you know inside the handler that the field value is already changed as appropriate. Inside "in" event handlers, you would not know this (it would depend on the order in which handlers are run, one "in" handler sets the field value). Note that "out" event handlers are executed before Scene is notified about the field value change (before TCastleSceneCore.InternalChangedField is called). This is also usually exactly what you want — you can change the scene graph inside the event handler (for example, load something on Inline.load or Inline.url changes), and let the TX3DField.ChangeAlways cause appropriate action on this change. |
procedure RemoveNotification(const Notification: TX3DEventReceive); |
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Properties
property Exposed: boolean read FExposed write SetExposed default false; |
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Does this field generate/accept events, that is an "exposedField" (in VRML 2.0) or "inputOutput" (in X3D). |
property ExposedEvents [InEvent:boolean]: TX3DEvent
read GetExposedEvents; |
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These are the set_xxx and xxx_changed events exposed by this field. |
property ExposedEventsLinked: boolean
read FExposedEventsLinked write SetExposedEventsLinked
default true; |
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When You almost certainly want to leave this as That said, in special cases you may decide to break this. |
property ChangeAlways: TX3DChange read FChangeAlways write FChangeAlways default chNone; |
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What always happens when the value of this field changes. This is included in the ExecuteChange method result. So instead of using this property, you could always override ExecuteChange method. But often it's easier to use the property. By default this is chNone. See TX3DChange for possible values. |
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