Castle Game Engine: X3DNodes: Class TMouseSensorNode

# Class TMouseSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TMouseSensorNode = class(TAbstractSensorNode)` ## Description no description available, TAbstractSensorNode description follows no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractSensorNode TMouseSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdEventsProcessed: TSFBool read FFdEventsProcessed;`
| `property EventClient: TSFVec2fEvent read FEventClient;`
| `property EventPosition: TSFVec2fEvent read FEventPosition;`
| `property EventLButton: TSFBoolEvent read FEventLButton;`
| `property EventMButton: TSFBoolEvent read FEventMButton;`
| `property EventRButton: TSFBoolEvent read FEventRButton;`
| `property EventMouseWheel: TSFFloatEvent read FEventMouseWheel;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdEventsProcessed: TSFBool read FFdEventsProcessed;`
| `property EventClient: TSFVec2fEvent read FEventClient;`
| `property EventPosition: TSFVec2fEvent read FEventPosition;`
| `property EventLButton: TSFBoolEvent read FEventLButton;`
| `property EventMButton: TSFBoolEvent read FEventMButton;`
| `property EventRButton: TSFBoolEvent read FEventRButton;`
| `property EventMouseWheel: TSFFloatEvent read FEventMouseWheel;`
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