The base of other Control nodes.
Types
ControlObj = object of CanvasObj hovered*: bool pressed*: bool focused*: bool mousemode*: MouseMode background_color*: ColorRef on_mouse_enter*: proc (self: ControlRef; x, y: float): void ## This called when the mouse enters the Control node. on_mouse_exit*: proc (self: ControlRef; x, y: float): void ## This called when the mouse exit from the Control node. on_click*: proc (self: ControlRef; x, y: float): void ## This called when the user clicks on the Control node. on_press*: proc (self: ControlRef; x, y: float): void ## This called when the user holds on the mouse on the Control node. on_release*: proc (self: ControlRef; x, y: float): void ## This called when the user no more holds on the mouse. on_focus*: proc (self: ControlRef): void ## This called when the Control node gets focus. on_unfocus*: proc (self: ControlRef): void ## This called when the Control node loses focus.
ControlRef = ref ControlObj
Procs
proc Control(name: string = "Control"): ControlRef {...}{.raises: [], tags: [].}
-
Creates a new Control.
Arguments:
- name is a node name.
Examples:
var ctrl = Control("Control")
Methods
method calcPositionAnchor(self: ControlRef) {...}{.raises: [], tags: [].}
- Calculates node position. This uses in the scene.nim.
method draw(self: ControlRef; w, h: GLfloat) {...}{.raises: [GLerror, Exception], tags: [RootEffect].}
- this method uses in the window.nim.
method duplicate(self: ControlRef): ControlRef {...}{.base, raises: [], tags: [].}
- Duplicates Control object and create a new Control.
method getGlobalMousePosition(self: ControlRef): Vector2Ref {...}{.base, inline, raises: [], tags: [].}
- Returns mouse position.
method handle(self: ControlRef; event: InputEvent; mouse_on: var NodeRef) {...}{. raises: [Exception], tags: [RootEffect].}
- Handles user input. This uses in the window.nim.
method setBackgroundColor(self: ControlRef; color: ColorRef) {...}{.base, raises: [], tags: [].}
- Changes Control background color.
Templates
template controlpattern(): untyped