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Unigine::Plugins::SpiderVision::Manager Class

Header: #include <plugins/Unigine/SpiderVision/UnigineSpiderVision.h>

This class provides auxiliary functions for configuring the plugin, as well as access to an object of DisplaysConfig class.

Manager Class

Members

DisplaysConfig * getConfig() const#

Returns the current DisplaysConfig class instance that stores the complete configuration data.

Return value

Current DisplaysConfig class instance that stores the complete configuration data.

void setComputerName ( const char * name ) #

Sets a new name of the computer on which the viewport is to be displayed. If this parameter is not set, the viewport can be displayed on any PC. If set, the viewport is only displayed on the PC that has a matching name.

Arguments

  • const char * name - The name of the computer on which the viewport is to be displayed.

const char * getComputerName() const#

Returns the current name of the computer on which the viewport is to be displayed. If this parameter is not set, the viewport can be displayed on any PC. If set, the viewport is only displayed on the PC that has a matching name.

Return value

Current name of the computer on which the viewport is to be displayed.

bool isConfiguratorEnabled() const#

Returns the current value indicating if the configurator window is open.

Return value

true if the configurator interface is enabled; otherwise false.

static Event<> getEventComputerNameChanged() const#

event triggered on changing a computer name. You can subscribe to events via connect()   and unsubscribe via disconnect(). You can also use EventConnection and EventConnections classes for convenience (see examples below).
Notice
For more details see the Event Handling article.
The event handler signature is as follows: myhandler()

Usage Example

Source code (C++)
// implement the ComputerNameChanged event handler
void computernamechanged_event_handler()
{
	Log::message("\Handling ComputerNameChanged event\n");
}


//////////////////////////////////////////////////////////////////////////////
//  1. Multiple subscriptions can be linked to an instance of the EventConnections 
//  class that you can use later to remove all these subscriptions at once
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnections class
EventConnections computernamechanged_event_connections;

// link to this instance when subscribing to an event (subscription to various events can be linked)
Manager::getEventComputerNameChanged().connect(computernamechanged_event_connections, computernamechanged_event_handler);

// other subscriptions are also linked to this EventConnections instance 
// (e.g. you can subscribe using lambdas)
Manager::getEventComputerNameChanged().connect(computernamechanged_event_connections, []() { 
		Log::message("\Handling ComputerNameChanged event (lambda).\n");
	}
);

// ...

// later all of these linked subscriptions can be removed with a single line
computernamechanged_event_connections.disconnectAll();

//////////////////////////////////////////////////////////////////////////////
//  2. You can subscribe and unsubscribe via an instance of the EventConnection 
//  class. And toggle this particular connection off and on, when necessary.
//////////////////////////////////////////////////////////////////////////////

// create an instance of the EventConnection class
EventConnection computernamechanged_event_connection;

// subscribe to the ComputerNameChanged event with a handler function keeping the connection
Manager::getEventComputerNameChanged().connect(computernamechanged_event_connection, computernamechanged_event_handler);

// ...

// you can temporarily disable a particular event connection to perform certain actions
computernamechanged_event_connection.setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
computernamechanged_event_connection.setEnabled(true);

// ...

// remove subscription to the ComputerNameChanged event via the connection
computernamechanged_event_connection.disconnect();

//////////////////////////////////////////////////////////////////////////////
//  3. You can add EventConnection/EventConnections instance as a member of the
//  class that handles the event. In this case all linked subscriptions will be 
//  automatically removed when class destructor is called
//////////////////////////////////////////////////////////////////////////////

// Class handling the event
class SomeClass
{
public:
	// instance of the EventConnections class as a class member
	EventConnections e_connections;

	// A ComputerNameChanged event handler implemented as a class member
	void event_handler()
	{
		Log::message("\Handling ComputerNameChanged event\n");
		// ...
	}
};

SomeClass *sc = new SomeClass();

// ...

// specify a class instance in case a handler method belongs to some class
Manager::getEventComputerNameChanged().connect(sc->e_connections, sc, &SomeClass::event_handler);

// ...

// handler class instance is deleted with all its subscriptions removed automatically
delete sc;


//////////////////////////////////////////////////////////////////////////////
//   4. Subscribe to an event saving a particular connection ID
//   and unsubscribe later by this ID
//////////////////////////////////////////////////////////////////////////////
// instance of the EventConnections class to manage event connections
EventConnections e_connections;

// define a particular connection ID to be used to unsubscribe later
EventConnectionId computernamechanged_handler_id;

// subscribe to the ComputerNameChanged event with a lambda handler function and keeping connection ID
computernamechanged_handler_id = Manager::getEventComputerNameChanged().connect(e_connections, []() { 
		Log::message("\Handling ComputerNameChanged event (lambda).\n");
	}
);

// remove the subscription later using the ID
Manager::getEventComputerNameChanged().disconnect(computernamechanged_handler_id);


//////////////////////////////////////////////////////////////////////////////
//   5. Ignoring all ComputerNameChanged events when necessary
//////////////////////////////////////////////////////////////////////////////

// you can temporarily disable the event to perform certain actions without triggering it
Manager::getEventComputerNameChanged().setEnabled(false);

// ... actions to be performed

// and enable it back when necessary
Manager::getEventComputerNameChanged().setEnabled(true);

Return value

Event reference.

int findViewportID ( const char * viewport_name ) #

Returns the of the viewport window with the specified name.

Arguments

  • const char * viewport_name - Name of the viewport.

Return value

ID of the viewport window with the specified name if it exists, otherwise -1.

int findGroupID ( const char * group_name ) #

Returns the of the viewport group with the specified name.

Arguments

  • const char * group_name - Name of the viewport group.

Return value

ID of the viewport group with the specified name if it exists, otherwise -1.

void setProjectionEnabled ( int viewport_id, bool enabled ) #

Sets a value indicating if the projection for the specified viewport (correction of the image according to projection) is enabled. If disabled, the image is rendered as seen from the point of view without any distortions (i.e. regardless of the viewport plane position in the configuration space). If enabled, the image takes into account the projection angle (i.e. the viewport plane position relative to the point of view in the configuration space) and distorts the rendered image accordingly.

Arguments

void setViewportCustomPlayer ( int viewport_id, const Ptr<Player> & player ) #

Assigns a player to the specified viewport.

Arguments

  • int viewport_id - ID of the viewport window.
  • const Ptr<Player> & player - The player camera.

void setViewportViewOffset ( int viewport_id, const Math::Vec3 & offset ) #

Sets a camera view offset (eye position) for the viewport with the specified ID.

Arguments

  • int viewport_id - ID of the viewport window.
  • const Math::Vec3 & offset - Camera view offset coordinates along the corresponding axes.

void setGroupCustomPlayer ( int group_id, const Ptr<Player> & player ) #

Assigns a player to the specified group of viewports.

Arguments

  • int group_id - ID of the viewport group.
  • const Ptr<Player> & player - The player camera.

void setGroupViewOffset ( int group_id, const Math::Vec3 & offset ) #

Sets a camera view offset (eye position) for the viewport group with the specified ID.

Arguments

  • int group_id - ID of the viewport group.
  • const Math::Vec3 & offset - Camera view offset coordinates along the corresponding axes.

Ptr<EngineWindowViewport> getEngineWindow ( int viewport_id ) const#

Returns the engine window viewport for the specified viewport.

Arguments

  • int viewport_id - ID of the viewport window.

Return value

The engine window viewport.
Last update: 2024-08-29
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