Event Handling Callbacks
Callback is a function wrapper representing a pointer to static and member functions which are expected to be executed with specified parameters at a certain moment. Callback can be passed as an argument to other function.
In UnigineScript callbacks are represented by function identifiers obtained using the functionid() function:
void callback_function(Node node) {
/* .. */
}
..
int callback = functionid(callback_function);
Usage Example#
The following section contains the complete source code of a simple callback usage example.
world_script.usc
#include <core/unigine.h>
// This file is in UnigineScript language.
// World script, it takes effect only when the world is loaded.
int init() {
Player player = new PlayerSpectator();
player.setPosition(Vec3(0.0f,3.401f,1.5f));
player.setDirection(Vec3(0.0f,-1.0f,-0.4f));
engine.game.setPlayer(player);
int callback_id = functionid(callback_function);
call(callback_id);
return 1;
}
void callback_function() {
log.message("Callback has been fired\n");
}
// start of the main loop
int update() {
return 1;
}
int postUpdate() {
return 1;
}
int updatePhysics() {
return 1;
}
// end of the main loop
int shutdown() {
return 1;
}
Practical Use#
Callbacks are widely used in event handling. A number of Unigine API members have several predefined events which can be handled by using callbacks in certain cases.
Triggers#
Triggers are used to detect changes in nodes position or state. Unigine offers three types of built-in triggers:
- NodeTrigger fires callbacks when the trigger node is enabled or the trigger node position has changed.
- WorldTrigger fires callbacks when any node (collider or not) gets inside or outside of it.
- PhysicalTrigger fires callbacks when physical objects get inside or outside of it.
Here is a simple WorldTrigger usage example:
// implement the enter callback
void enter_callback(Node node) {
if(node.getType() == NODE_OBJECT_MESH_STATIC) {
ObjectMeshStatic mesh = node_cast(node);
mesh.setMaterialState("emission",1,0);
}
}
WorldTrigger trigger;
int init() {
// create a world trigger
trigger = new WorldTrigger(vec3(3.0f));
// set the enter callback to be fired when a node enters the world trigger
trigger.setEnterCallback(functionid(enter_callback));
return 1;
}
Widgets#
The widgets base class Widget allows registering callbacks for events defined in the GUI class. The following example shows how to create a WidgetButton and register a callback function for the CLICKED event:
// button clicked callback
void onButtonClicked() {
/* .. */
}
/* .. */
// getting the system GUI
Gui gui = engine.getGui();
// creating a button widget and setting its caption
widget_button = new WidgetButton(gui,"Press me");
// rearranging button size
widget_button.arrange();
// setting button position
widget_button.setPosition(10,10);
// setting onButtonClicked function to handle CLICKED event by using an intermediate redirecting function
widget_button.setCallback(GUI_CLICKED,functionid(onButtonClicked));
// adding the created button widget to the system GUI
gui.addChild(widget_button,GUI_ALIGN_OVERLAP);
See Also
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/widgets/ folder.
Physics#
You can track certain events of the physics-related Bodies and Joints:
- Body.setFrozenCallback() to track an event when a body freezes.
- Body.setPositionCallback() to track an event when a body changes its position.
- Body.setContactEnterCallback() to track an event when a contact emerges (body starts touching another body or collidable surface).
- Body.setContactLeaveCallback() to track an event when a contact ends (body stops touching another body or collidable surface).
- Body.setContactsCallback() to get all contacts of the body including new ones (enter) and the ending ones (leave). Leave contacts are removed after the callback execution stage, so this is the only point where you can still get them.
- Joint.setBrokenCallback() to track an event when a joint breaks.
The following sample shows the way of registering callbacks for a BodyRigid and change the color of a mesh depending on its state:
// set the node's albedo color to red on freezing event
void frozen_callback(Body body) {
Object object = body.getObject();
object.setMaterialParameterFloat4("albedo_color", vec4(1.0f, 0.0f, 0.0f, 1.0f), 0)
}
// set the node's albedo color to blue on position change event
void position_callback(Body body) {
Object object = body.getObject();
object.setMaterialParameterFloat4("albedo_color", vec4(0.0f, 0.0f, 1.0f, 1.0f), 0)
}
// set the node's albedo color to yellow on each contact
void contact_enter_callback(Body body, int num) {
Object object = body.getObject();
object.setMaterialParameterFloat4("albedo_color", vec4(1.0f, 1.0f, 0.0f, 1.0f), 0)
}
// create a box static mesh
Mesh mesh = new Mesh();
mesh.addBoxSurface("box_0", vec3(1.0f));
ObjectMeshStatic node = new ObjectMeshStatic(mesh);
node.setMaterial("mesh_base", "*");
node.setPosition(Vec3(0, 0, 5.0f));
// add a rigid body
BodyRigid body = new BodyRigid(node);
// register callbacks for events
body.setFrozenCallback(functionid(frozen_callback));
body.setPositionCallback(functionid(position_callback));
body.setContactEnterCallback(functionid(contact_enter_callback));
// add a shape to the body
ShapeBox shape = new ShapeBox(body, vec3(1.0f));
See Also
A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/physics/ folder:
- callbacks_00
- callbacks_01
- callbacks_02
See Also#
These are not all usage examples of event handling callbacks. The following list contains more API members supporting event handling:
- UserInterface - for handling events from widgets created by loading a UI file.
- Render - callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence.
- Console supports adding a callback function that will be executed when a text is output to the console.
- EditorLogic - a set of editor callback functions can be overridden for certain purposes.
- ComponentBase - there may be performed certain actions on destroying a component.
- AsyncQueue - сallback functions can be used to determine actions to be performed when certain resources are loaded.
- WorldSplineGraph provides a set of callbacks for handling actions on editing points and segments.
- Viewport - callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence.
Plugins: