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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 This version of documentation is OUTDATED, as it describes an older SDK version!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::Plugin Class

Header: #include <UniginePlugin.h>

Unigine Plugin class allows loading a custom library dynamically at Unigine runtime.

Plugin Class

Members


virtual void * get_data ( ) #

Returns the plugin data.

Return value

Plugin data.

virtual const char * get_name ( ) #

Returns the name of the plugin.

Return value

Plugin name.

int get_order ( ) #

Returns the execution order of the plugin. Each plugin has its execution order, which determines the sequence in which plugin’s functions (update / postUpdate / render / shutdown) will be executed. The only exception is the init function as it is called just after loading the plugin.
Notice
Remember, when writing your own plugin, that requires interaction with other ones, specifying correct order value is required to avoid issues and ensure proper execution sequence. If in your case the order doesn't matter, set the default 0 value.

Return value

Plugin execution order.

virtual int get_version ( ) # const

Returns the version of the plugin.

Return value

Plugin version.

virtual void destroyRenderResources ( ) #

Plugin should contain this function if it directly uses any OpenGL or DirectX commands. It is used to reinitialize the graphics context. Engine calls this function when the video mode is changed or application is restarted (i.e. video_restart is called).

virtual void updatePhysics ( ) #

Engine calls this function before updating each physics frame.

virtual void gui ( ) #

Engine calls this function before gui each render frame.

virtual int init ( ) #

Engine calls this function on plugin initialization.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual int loadWorld ( const XmlPtr & xml ) #

Engine calls this function on world loading.

Arguments

  • const XmlPtr & xml - Xml instance from which the data is to be loaded.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual void render ( ) #

Engine calls this function before rendering each render frame.

virtual int restoreState ( const StreamPtr & stream ) #

Engine calls this function on world restoring.

Arguments

  • const StreamPtr & stream - Stream, from which the previously saved state is to be restored.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual int saveState ( const StreamPtr & stream ) #

Engine calls this function on world saving.

Arguments

  • const StreamPtr & stream - Stream, to which the current state is to be saved.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual int saveWorld ( const XmlPtr & xml ) #

Engine calls this function on world saving.

Arguments

  • const XmlPtr & xml - Xml instance to which the data is to be saved.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual int shutdown ( ) #

Engine calls this function on plugin shutdown.

Return value

Returns 1 on success, or 0 if an error has occurred.

virtual void swap ( ) #

Engine calls this function before swapping each render frame.

virtual void update ( ) #

Engine calls this function before updating each render frame.

void postUpdate ( ) #

Engine calls this function after updating each render frame.
Last update: 2020-05-19
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