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
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
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
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::Plugins::AppWall Class

Header: #include <plugins/UnigineAppWall.h>

This set of functions is available when the AppWall plugin is loaded. This plugin allows rendering Unigine viewport into the configurable number of windows.

Notice
AppWall plugin cannot be used in a Qt-based application

If the plugin is loaded together with the engine, the HAS_APP_WALL definition is set. This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:

Source code (UnigineScript)
#ifdef HAS_APP_WALL
	// engine.wall functions
#endif

See also#

AppWall Class

Members


Ptr<Gui> getGui ( int x, int y ) #

Returns a GUI instance to draw interface on the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

GUI instance.

int getWallHeight ( ) #

Returns the number of AppWall monitors in a vertical column (how many rows of monitors there are).

Return value

Number of AppWall monitors.

Math::Mat4 getModelview ( int x, int y ) #

Gets the current model-view matrix used for the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

Current model-view matrix used for the specified monitor

int getPrimaryX ( ) #

Returns the number of the monitor in a horizontal row, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a horizontal row.

int getPrimaryY ( ) #

Returns the number of the monitor in a vertical column, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a vertical column.

void getProjection ( int x, int y ) #

Gets the current projection matrix used for the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

int getWallWidth ( ) #

Returns the number of AppWall monitors in a horizontal row.

Return value

Number of AppWall monitors.

int isEnabled ( int x, int y ) #

Returns a value indicating if the specified AppWall monitor is enabled for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

Returns 1 if the monitor is enabled for rendering; otherwise, 0.

void setEnabled ( int x, int y, int enable ) #

Enables the specified AppWall monitor for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int enable - 1 to enable the monitor for rendering; 0 to disable it.

void setMaterials ( int x, int y, const char * materials ) #

Sets postprocess materials to be applied to the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • const char * materials - Postprocess materials (comma-separated list).

void setModelview ( int x, int y, const Math::Mat4 & modelview ) #

Sets the model-view matrix for the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • const Math::Mat4 & modelview - Model-view matrix.

void setPrimary ( int x, int y ) #

Sets the monitor to be the primary display that can render GUI, wireframe and other additional information.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

void setProjection ( int x, int y, const Math::mat4 & projection ) #

Sets the projection matrix for the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • const Math::mat4 & projection - Projection matrix.

void setReflectionViewportMask ( int x, int y, int mask ) #

Sets a bit mask for rendering reflections on the specified monitor. Reflections are rendered in the viewport if masks of reflective materials match this one (one matching bit is enough).

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int mask - Integer, each bit of which is a mask.

void setViewportMask ( int x, int y, int mask ) #

Sets a viewport bit mask for the specified monitor. Object surfaces, materials, decals, lights and GUI objects will be rendered into this viewport only if their viewport mask matches this one (one matching bit is enough).

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int mask - Integer, each bit of which is a mask.
Last update: 2019-12-25
Build: ()