Unigine::EditorLogic Class
Header: | #include <UnigineLogic.h> |
The EditorLogic class is used to control the logic of the editor. Methods of this class are called after corresponding methods of the editor script.
EditorLogic class methods are called only if the UnigineEditor is loaded.
EditorLogic Class
Members
void clear()
A callback on world reloading and clearing nodes list.int destroy()
Engine calls this function when the video mode is changed or the application is restarted (i.e. video_restart is called). It is used to reinitialize the graphics context. Similar to the editor script's destroy() function.Return value
1 if the editor is destroyed successfully; otherwise, 0.int init()
Engine calls this function on editor initialization. Similar to the editor script's init() function.Return value
1 if the editor is initialized successfully; otherwise, 0.void materialAdded(const UGUID & guid)
Callback called on adding a material.Arguments
- const UGUID & guid - Material GUID.
void materialChanged(const UGUID & guid)
Callback called on changing a material.Arguments
- const UGUID & guid - Material GUID.
void materialMoved(const UGUID & guid)
Callback called on moving a material.Arguments
- const UGUID & guid - Material GUID.
void materialRemoved(const UGUID & guid)
Callback called on removing a material.Arguments
- const UGUID & guid - Material GUID.
void materialReparented(const UGUID & guid)
Callback called on changing material's parent.Arguments
- const UGUID & guid - Material GUID.
void nodeAdded(NodePtr node)
Callback called on node adding.void nodeAdded(const NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The node my_node has been added\n");
}
}
Arguments
- NodePtr node - A smart pointer to the node.
void nodeReleased(const NodePtr & node)
Callback called on node releasing.void nodeReleased(const NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The node my_node has been released\n");
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
void nodeRemoved(const NodePtr & node)
Callback called on node removing.void nodeRemoved(const NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The node my_node has been removed\n");
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
void nodeRenamed(const NodePtr & node, const char * old_name)
Callback called on node renaming.void nodeRenamed(const NodePtr &node, const char *old_name) override {
if (old_name == "my_node") {
Log::message("The node my_node has been renamed\n");
Log::message("The new name of the node is %s\n",node->getName());
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
- const char * old_name - Old name of the renamed node.
void nodeReordered(const NodePtr & node)
Callback called on node reordering.void nodeReordered(const NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The node my_node is reordered\n");
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
void nodeReparented(const NodePtr & node)
Callback called on node reparenting.void nodeReparented(conat NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The parent of the node my_node has been changed\n");
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
void nodesUpdated(const Vector<NodePtr> & nodes)
Callback called on nodes updated.Arguments
- const Vector<NodePtr> & nodes - Vector of nodes.
void nodeUpdated(const NodePtr & node)
Callback called on node updating.void nodeUpdated(conat NodePtr &node) override {
if(node->getName() == "my_node") {
Log::message("The node my_node has been updated\n");
}
}
Arguments
- const NodePtr & node - A smart pointer to the node.
void propertyAdded(const char * property_name)
Callback called on adding a property.Arguments
- const char * property_name - Property name.
void propertyChanged(const char * property_name)
Callback called on changing a property.Arguments
- const char * property_name - Property name.
void propertyMoved(const char * old_property_name, const char * new_property_name)
Callback called on moving a property.Arguments
- const char * old_property_name - Old property name.
- const char * new_property_name - New property name.
void propertyRemoved(const char * property_name)
Callback called on removing a property.Arguments
- const char * property_name - Property name.
void propertyLibraryAdded(const char * library_name)
Callback called on adding a property library.Arguments
- const char * library_name - Property library name.
void propertyLibraryReloaded(const char * library_name)
Callback called on reloading a property library.Arguments
- const char * library_name - Property library name.
void propertyLibraryRemoved(const char * library_name)
Callback called on removing a property library.Arguments
- const char * library_name - Property library name.
int render()
Engine calls this function before rendering each render frame when editor is loaded. Similar to the editor script's render() function.Return value
1 if there were no errors during the editor rendering; otherwise, 0.int shutdown()
Engine calls this function on editor shutdown. Similar to the editor script's shutdown() function.Return value
1 if the editor shutdown is performed successfully; otherwise, 0.int update()
Engine calls this function before updating each render frame when editor is loaded. Similar to the editor script's update() function.Return value
1 if there were no errors during the editor update; otherwise, 0.int worldInit()
Engine calls this function on world initialization when editor is loaded. This function is similar to the editor script's worldInit() function.Return value
1 if there were no errors during the world initialization; otherwise, 0.int worldSave()
Engine calls this function on world save when editor is loaded. Similar to the editor script's worldSave() function.Return value
1 if there were no errors during the world saving; otherwise, 0.int worldShutdown()
Engine calls this function on world shutdown when editor is loaded. Similar to the editor script's worldShutdown() function.Return value
1 if there were no errors during the world shutdown; otherwise, 0.Last update: 2017-10-20
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)