This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
编程
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

app_wall_00

Warning
UnigineScript is deprecated and will be removed in future releases. Please consider using C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt is not guaranteed, as the current level of support assumes only fixing critical issues.
Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

This article describes the <UnigineSDK>/data/samples/plugins/app_wall_00.cpp sample.

The app_wall_00 sample demonstrates how to render an interface across all of the available monitors with the AppWall plugin. In this sample, the engine.wall.getGui() function is used to get a GUI instance for each monitor.

Notice
It is required to launch the AppWall plugin before running the sample.

Interface rendering across 2 monitors (2×1 configuration) with AppWall.

The monitor with the 0×0 label is the primary by default. You can change it via the engine.wall.setPrimary() function.

See Also

Last update: 2020-04-10
Build: ()