Unigine::Plugin Class
Header: | #include <UniginePlugin.h> |
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.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 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 bool 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
true on success; otherwise, false.virtual void render ( ) #
Engine calls this function before rendering each render frame.virtual bool saveState ( const StreamPtr & stream ) #
Engine calls this function on world saving.Example using saveState() and restoreState() methods:
class MyPlugin: public Plugin
{
public:
MyPlugin() {}
virtual ~MyPlugin() {}
const char *get_name() override { return "MyPlugin"; }
// override method save/restore state
virtual int saveState(const StreamPtr &stream) override { stream->writeInt(getValue()); return 1;}
virtual int restoreState(const StreamPtr &stream) override { setValue(stream->readInt()); return 1;}
void setValue(int v) { some_value = v; }
int getValue() const { return some_value; }
private:
int some_value = 0;
};
//...
MyPlugin * plugin = /*...*/;
plugin->setValue(5);
int v1 = plugin->getValue(); // v1 = 5;
// save state
BlobPtr blob_state = Blob::create();
plugin->saveState(blob_state);
// change state
plugin->setValue(10);
int v2 = plugin->getValue(); // v2 = 10;
// restore state
blob_state->seekSet(0);
plugin->restoreState(blob_state);
int v3 = plugin->getValue(); // v3 = 5;
//...
Arguments
- const StreamPtr & stream - Stream, to which the current state is to be saved.
Return value
true on success; otherwise, false.virtual int restoreState ( const StreamPtr & stream ) #
Engine calls this function on world restoring.Example using saveState() and restoreState() methods:
class MyPlugin: public Plugin
{
public:
MyPlugin() {}
virtual ~MyPlugin() {}
const char *get_name() override { return "MyPlugin"; }
// override method save/restore state
virtual int saveState(const StreamPtr &stream) override { stream->writeInt(getValue()); return 1;}
virtual int restoreState(const StreamPtr &stream) override { setValue(stream->readInt()); return 1;}
void setValue(int v) { some_value = v; }
int getValue() const { return some_value; }
private:
int some_value = 0;
};
//...
MyPlugin * plugin = /*...*/;
plugin->setValue(5);
int v1 = plugin->getValue(); // v1 = 5;
// save state
BlobPtr blob_state = Blob::create();
plugin->saveState(blob_state);
// change state
plugin->setValue(10);
int v2 = plugin->getValue(); // v2 = 10;
// restore state
blob_state->seekSet(0);
plugin->restoreState(blob_state);
int v3 = plugin->getValue(); // v3 = 5;
//...
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 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:
2021-04-09
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