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engine.app Functions

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

The App class contains functions to control the Unigine application graphic context, which includes:

  • Update parameters
  • Events of the controls (keyboard, mouse)
  • FPS
  • Window parameters (height, width, name, etc.)

The class is used, for example, when you need to get and manage user input.

Usage Example#

The following examples perform:

  • Changing parameters of the application window (such as title, icon). The specified changes are applied after application start-up. It means that the window with default settings will appear first. If you need the custom settings are applied before the application window is displayed, you should implement your own class inherited from the App class.
  • Processing user inputs.
  • Updating the application in background.

Changing Window Parameters#

Source code (UnigineScript)
#include <core/unigine.h>

int init() {

	// set a custom icon for the application window
	Image icon = new Image("textures/window_icon.png");
	engine.app.setIcon(icon);
	// set a custom title for the application window
	engine.app.setTitle("Custom Window Title");
	
	return 1;
}

int update() {
	
	Image mouse = new Image();
	mouse.load("textures/mouse_pointer.png");
	if (mouse.isLoaded() && mouse.getFormat() == IMAGE_FORMAT_RGBA8)
	{
		// set the image for the OS mouse pointer
		engine.app.setMouseCursor(mouse);
		// show the OS mouse pointer
		engine.app.setMouseShow(1);
	}
	
	return 1;
}

Processing User Inputs#

Source code (UnigineScript)
#include <core/unigine.h>
// declare a persecutor
PlayerPersecutor player;

int init() {
	
	// update the application constantly
	engine.app.setBackgroundUpdate(1);
	
	// get a node
	Node node = engine.world.getNodeByName("material_ball");
	// create a new persecutor
	player = new PlayerPersecutor();
	// set the obtainde node as the target one
	player.setTarget(node);
	// set player's settings
	player.setAnchor(Vec3(0,0,0.45f));
	player.setPhiAngle(-130.0f);
	player.setMinDistance(0.3f);
	player.setMaxDistance(20.0f);
	player.setDistance(5.0f);
	player.setFov(35.0f);
	// set the player to the Game Camera viewport
	engine.game.setPlayer(player);
	
	return 1;
}

int update() {
	
	// change the distance between the player and the target node on mouse wheel scrolling
	int scroll_delta = engine.app.getMouseAxis(APP_AXIS_Y);
	if(scroll_delta != 0) {
		float f_scroll_delta = scroll_delta / 30.0f;
		player.setDistance(player.getDistance() - f_scroll_delta);
	}
	
	// zoom the camera in or out when the right mouse button is pressed and the mouse is moved backward/forward
	if(engine.app.getMouseButton() == APP_BUTTON_RIGHT) {
		float mouse_delta = (engine.gui.getMouseDY() + engine.gui.getMouseDX()) / 500.0f;
		player.setDistance(player.getDistance() - mouse_delta);
	}

	return 1;
}

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/systems/ folder:

  • app_00
  • icon_00
  • mouse_00

App Class

Members


int engine.app.isActive ( ) #

Returns a value indicating if the current application is active (i.e. in focus). The function will always return 1, if the window background update mode is set to 1.
Notice
The sounds will be automatically disabled, if the application is not active.

Return value

1 if application is active; otherwise, 0.

int engine.app.isLegacyMode ( ) #

Returns a value indicating if rendering during the Engine's initialization stage is disabled for the application. Engine's boot screen requires rendering to be performed at the Engine's initialization stage. Certain applications do not support rendering in the init() by design. To ensure stable operation for such apps you can disable render-during-init functionality by setting the legacy mode. Thus, the boot screen won't be displayed for these applications.

Return value

1 if rendering during the Engine's initialization stage is disabled for the application; otherwise, 0.

void engine.app.setClipboard ( string str ) #

Updates the contents of the system clipboard.

Arguments

  • string str - Contents to set.

string engine.app.getClipboard ( ) #

Retrieves the contents of the system clipboard.

Return value

Contents of the system clipboard.

void * engine.app.getHandle ( ) #

Returns a pointer to the application handle.

Return value

Pointer to the application handle.

int engine.app.getFlags ( ) #

Returns the video mode flags set for the application.

Return value

Video mode flags: APP_RESIZABLE, APP_FULLSCREEN, etc.

float engine.app.getFps ( ) #

Returns the application FPS counter value.

Return value

Application FPS counter value.

float engine.app.getMinFps ( ) #

Returns the minimum FPS counter value for the last 600 frames.

Return value

Minimum FPS counter value for the last 600 frames.

float engine.app.getMaxFps ( ) #

Returns the maximum FPS counter value for the last 600 frames.

Return value

Maximum FPS counter value for the last 600 frames.

float engine.app.getMeanFps ( ) #

Returns the average FPS counter value for the last 600 frames.

Return value

Average FPS counter value for the last 600 frames.

void engine.app.setHeight ( int value ) #

Sets the new height for the application window. The height is specified for the window inside and doesn't include the window borders.
Notice
If the INDEPENDENT_SIZE_WINDOW flag is set, only render resolution will be changed, leaving the window size unaffected.

Arguments

  • int value - Application window height, in pixels.

int engine.app.getHeight ( ) #

Returns the current height of the application window. The returned value is the window inside height without borders.

Return value

Current height of the application window, in pixels.

int engine.app.setIcon ( Image icon ) #

Sets an icon for the application window. The image must be of the square size and RGBA8 format.
Source code (UnigineScript)
engine.app.setIcon(new Image("icons/my_icon.png"));

Arguments

  • Image icon - Image to be set as application's icon.

Return value

1 if the icon is set successfully; otherwise, 0.

float engine.app.getIFps ( ) #

Returns an inverse value of the application FPS counter.

Return value

Inverse value of the application FPS counter (1/FPS).

string engine.app.getKeyName ( int key ) #

Returns a name of the given key.
Source code (UnigineScript)
log.message("engine.app.getKeyName() returned: %s\n", engine.app.getKeyName(APP_KEY_ALT));
log.message("engine.app.getKeyName() returned: %s\n", engine.app.getKeyName(97));
Output
getKeyName() returned: ALT
getKeyName() returned: a

Arguments

  • int key - Key in one of the following formats:
    • Character format (for example, 'a')
    • Standard ASCII key code (for example, 97)
    • One of APP_KEY_* variables

Return value

Key name.

void engine.app.setKeyState ( int key, int state ) #

Sets the keyboard key state (pressed or not pressed).
Source code (UnigineScript)
// set the ALT button pressed
engine.app.setKeyState(APP_KEY_ALT, 1);
// set the 'a' button pressed
engine.app.setKeyState(97, 1);

Arguments

  • int key - Key ID. Possible values can be in range [0;255], which are standard ASCII code symbols, or in range [APP_KEY_ESC;APP_KEY_F12], which are used for control buttons. For full list of control buttons see APP_KEY_* variables.
  • int state - Key state: 1 to set the button pressed; 0 to set the button not pressed.

int engine.app.getKeyState ( int key ) #

Returns the keyboard key state (pressed or not pressed).
Source code (UnigineScript)
if (engine.app.getKeyState(APP_KEY_ALT)) log.message("ALT has been pressed\n");
if (engine.app.getKeyState(97)) log.message("'a' has been pressed\n");

Arguments

  • int key - Key ID. Possible values can be in range [0;255], which are standard ASCII code symbols, or in range [APP_KEY_ESC;APP_KEY_F12], which are used for control buttons. For full list of control button see APP_KEY_* variables.

Return value

1 if the key is pressed; otherwise, 0.

void engine.app.setMouse ( int x, int y ) #

Sets a mouse pointer to the specified position in the coordinate system of the application window.
Source code (UnigineScript)
// set a position of the mouse pointer
int mouse_x = engine.app.getWidth() / 2;
int mouse_y = engine.app.getHeight() / 2;

// set the mouse pointer to the position on pressing Esc
if (engine.app.clearKeyState(APP_KEY_ESC))
{
	// check if the mouse pointer is bound to the application window
	if (engine.app.isMouseGrab())
		// set the pointer to the position
		engine.app.setMouse(mouse_x, mouse_y);
}

Arguments

  • int x - X coordinate of the mouse pointer.
  • int y - Y coordinate of the mouse pointer.

void engine.app.setMouseAxis ( int axis, int value ) #

Sets the mouse wheel delta along the specified axis. The delta value is changed when scrolling the mouse wheel horizontally (APP_AXIS_X) or vertically (APP_AXIS_Y).

Arguments

int engine.app.getMouseAxis ( int axis ) #

Returns the current mouse position delta along the specified axis. The delta value is changed when scrolling the mouse wheel horizontally (APP_AXIS_X) or vertically (APP_AXIS_Y).
Source code (UnigineScript)
int wheel = 0;
int axis_x = engine.app.getMouseAxis(APP_AXIS_X);
int axis_y = engine.app.getMouseAxis(APP_AXIS_Y);
if(axis_x > 0) log.message("Mouse wheel has been scrolled right\n");
if(axis_x < 0) log.message("Mouse wheel has been scrolled left\n");
if(axis_y > 0) log.message("Mouse wheel has been scrolled up\n");
if(axis_y < 0) log.message("Mouse wheel has been scrolled down\n");

Arguments

Return value

Mouse wheel delta regarding the last wheel position.

void engine.app.setMouseButton ( int button ) #

Simulates pressing of the specified mouse buttons.
Source code (UnigineScript)
// set the right and middle mouse buttons pressed in addition to already pressed buttons
engine.app.setMouseButton(engine.app.getMouseButton() | APP_BUTTON_RIGHT | APP_BUTTON_MIDDLE);

Arguments

  • int button - Mouse buttons to be pressed. Possible values are APP_BUTTON_*.

int engine.app.getMouseButton ( ) #

Returns the current states of all mouse buttons. Each bit of the returned bit mask will specify the state of the buttons in the following order:
  1. APP_BUTTON_LEFT = 1 << 0
  2. APP_BUTTON_MIDDLE
  3. APP_BUTTON_RIGHT
  4. APP_BUTTON_DCLICK
  5. APP_BUTTON_AUX_0
  6. APP_BUTTON_AUX_1
  7. APP_BUTTON_AUX_2
  8. APP_BUTTON_AUX_3

Return value

A bit mask that stores current states of all mouse buttons (pressed or not pressed).

string engine.app.getMouseButtonName ( int button ) #

Returns a name of the given button.

Arguments

Return value

Button name.

int engine.app.getMouseButtonState ( int button ) #

Returns a state of the specified button.
Source code (UnigineScript)
if (engine.app.getMouseButtonState(APP_BUTTON_LEFT | APP_BUTTON_DCLICK)) log.message("Left mouse button has been clicked\n");
if (engine.app.getMouseButtonState(APP_BUTTON_MIDDLE)) log.message("Middle mouse button has been clicked\n");

Arguments

Return value

1 if al least one of the specified buttons is pressed; otherwise, 0.

void engine.app.setMouseGrab ( int grab ) #

Sets a value indicating if the mouse pointer is bound to the application window.

Arguments

  • int grab - 1 if the mouse cannot leave the application window; otherwise, 0.

int engine.app.isMouseGrab ( ) #

Returns a value indicating if the mouse pointer is bound to the application window.

Return value

1 if the mouse pointer cannot leave the application window; otherwise, 0.

int engine.app.getMouseX ( ) #

Returns the current X coordinate of the mouse pointer in the coordinate system of the application window.

Return value

X coordinate of the mouse pointer.

int engine.app.getMouseY ( ) #

Returns the current Y coordinate of the mouse pointer in the coordinate system of the application window.

Return value

Y coordinate of the mouse pointer.

string engine.app.getName ( ) #

Returns a name of the graphics API used for application rendering.

Return value

One of the following values:
  • opengl for OpenGL
  • direct3d11 for DirectX 11
  • NULL if no graphics API is used for application rendering

int engine.app.getNumTouches ( ) #

Returns the number of touches. The maximum number of touches is 16.

Return value

Number of touches.

int engine.app.setPosition ( int x, int y ) #

Sets the window position.

Arguments

  • int x - X coordinate of the upper-left corner of the window.
  • int y - Y coordinate of the upper-left corner of the window.

Return value

1 if the position of the window is set successfully; otherwise, 0.

int engine.app.getPositionX ( ) #

Returns the X coordinate of the upper-left corner of the window.

Return value

X coordinate of the upper-left corner of the window.

int engine.app.getPositionY ( ) #

Returns the Y coordinate of the upper-left corner of the window.

Return value

Y coordinate of the upper-left corner of the window.

int engine.app.setTitle ( string title ) #

Sets a title for the application window.

Arguments

  • string title

Return value

1 if the title is set successfully; otherwise, 0.

int engine.app.getTouchX ( int touch ) #

Returns the X coordinate of the touch in the coordinate system of the application window.

Arguments

  • int touch - The touch number.

Return value

X coordinate of the touch.

int engine.app.getTouchY ( int touch ) #

Returns the Y coordinate of the touch in the coordinate system of the application window.

Arguments

  • int touch - The toucn number.

Return value

Y coordinate of the touch.

void engine.app.setBackgroundUpdate ( int update ) #

Sets the value indicating whether the application window is updated when the window is hidden or out of focus (rendering frames in background). By default your UNIGINE application stops rendering frames and updating its main window, when it window goes out of focus (e.g. user switches to another window). Setting the background update mode enables constant rendering regardless of whether the application window is focused or in the background.

Arguments

  • int update - Window update mode: 1 for constantly repeating update cycle (i.e. the application is updated even if the window is hidden or out of focus); otherwise, 0.

int engine.app.isBackgroundUpdate ( ) #

Returns a value indicating whether the application window is updated when the window is hidden or out of focus.

Return value

1 if the update cycle is constantly repeated (i.e. the application is updated even if the window is hidden or out of focus); otherwise, 0.

int engine.app.getVideoAdapter ( ) #

Returns the number of the current video adapter.

Return value

Number of the current video adapter.

int engine.app.setVideoMode ( int width, int height, int flags = 0 ) #

Sets a video mode and initializes the application.

Arguments

Return value

1 if the video mode is set and the application is initialized successfully; otherwise, 0.

void engine.app.setWidth ( int value ) #

Sets the new width of the application window. The width is specified for the window inside part and doesn't include the window borders.
Notice
If the INDEPENDENT_SIZE_WINDOW flag is set, only render resolution will be changed, leaving the window size unaffected.

Arguments

  • int value - Window width, in pixels.

int engine.app.getWidth ( ) #

Returns the current application window width. The returned value is the window inside part width without borders.

Return value

Window width, in pixels.

int engine.app.clearKeyState ( int key ) #

Returns the key state and clears it to 0 (not pressed). This function allows returning the key state only once even if it is kept pressed over several frames.

Arguments

  • int key - Key ID. Possible values can be in range [0;255], which are standard ASCII code symbols, or in range [APP_KEY_ESC;APP_KEY_F12], which are used for control buttons. For full list of control buttons see APP_KEY_* variables.

Return value

1 if the key is pressed, and this function was not called previously in the current frame; otherwise, 0.

int engine.app.clearMouseAxis ( int axis ) #

Returns the current mouse wheel position delta and clears it to 0.

Arguments

Return value

Mouse wheel delta regarding the last mouse wheel position.

int engine.app.clearMouseButtonState ( int button ) #

Returns the button state and clears it to 0 (not pressed). This function allows returning the button state only once even if it is kept pressed over several frames. The function will return 1 if at least one of the specified buttons is pressed.
Source code (UnigineScript)
// the function will return 1 if one of the buttons is pressed;
// the button state will be set to 0
engine.app.clearMouseButtonState(APP_BUTTON_LEFT | APP_BUTTON_RIGHT);

Arguments

Return value

1 if at least one of the buttons is pressed, and this function was not called previously in the current frame; otherwise, 0.

int engine.app.dialogFile ( int size ) #

Creates a system modal file dialog. Since the dialog is modal, all other actions are stopped until this function returns a value.

Arguments

  • int size - Size of the name buffer.

Return value

1 if the OK button is pressed; 0 if the Cancel button is pressed.

int engine.app.dialogMessage ( string title, string str, string flags = 0 ) #

Creates a system modal message dialog. Since the dialog is modal, all other actions are stopped until this function returns a value.
Notice
If you don't specify flags, the Oc combination will be used by default.

Arguments

  • string title - Title of the dialog window.
  • string str - Content of the dialog window.
  • string flags - Dialog window flags. The argument accepts a string with names of buttons. The following combinations are available:
    • Oc or oC - OK, Cancel.
    • Yn or yN - Yes, No
    • ynC, yNc or Ync - Yes, No, Cancel
    Notice
    The uppercase letter indicates which button will be in focus.
    If you send any other combination, only the OK button will appear in the window.

Return value

The function returns one of the following values:
  • 1 if the OK button has been pressed.
  • 2 if the Yes button has been pressed.
  • -1 if the No button has been pressed.
  • 0 if the Cancel button has been pressed.

void engine.app.exit ( ) #

The engine requests to exit the application.

int engine.app.restoreVideoMode ( ) #

Restores the video mode of the operating system.

Return value

1 if the video mode is restored successfully; otherwise, 0.

void engine.app.startFps ( ) #

Starts the FPS counter if it was stopped. All function calls are placed into a stack, so the number of calls to this function should correspond to the number of calls to the stopFps() function.

void engine.app.stopFps ( ) #

Stops the FPS counter. This function should be called if application window is hidden or some heavy non-rendering tasks are processing. All function calls are placed into a stack, so the number of calls to this function should correspond to the number of calls to the startFps() function.

void engine.app.updateFps ( ) #

Updates all FPS statistics.

void engine.app.setMouseCursorHide ( int hide ) #

Sets a value indicating if the mouse cursor should be hidden. Can be used, for example, to hide mouse cursor for a certain element.
Notice
This method hides the cursor only for one frame. So, you should call it each frame if a longer period is required.

Arguments

  • int hide - 1 to hide the mouse cursor for a single frame, 0 - to show it.

int engine.app.isMouseCursorHide ( ) #

Returns a value indicating if the mouse cursor is hidden in the current frame.

Return value

1 if mouse cursor is hidden in the current frame, 0 - to show it.

void engine.app.setMouseCursorSystem ( int system ) #

Sets a value indicating if the OS mouse pointer should be displayed.

Arguments

  • int system - 1 to display the OS mouse pointer; otherwise, 0.

int engine.app.isMouseCursorSystem ( ) #

Returns a value indicating if the OS mouse pointer is displayed.

Return value

1 if the OS mouse pointer is displayed; otherwise, 0.

void engine.app.setMouseCursorNeedUpdate ( int update ) #

Sets a value indicating that some changes were made to the cursor (e.g., it was shown, hidden, changed to system, etc.) and it has to be updated. Suppose the cursor was modified, for example, by the Interface plugin. After closing the plugin's window the cursor shall not return to its previous state because SDL doesn't even know about the changes. You can use this flag to signalize, that mouse cursor must be updated.

Arguments

  • int update - 1 to signalize that the mouse cursor has to be updated; otherwise, 0.

int engine.app.isMouseCursorNeedUpdate ( ) #

Returns a value indicating that changes were made to the cursor (e.g., it was shown, hidden, changed to system, etc.) and it has to be updated. Suppose the cursor was modified, for example, by the Interface plugin. After closing the plugin's window the cursor shall not return to its previous state because SDL doesn't even know about the changes. You can use this flag to signalize, that mouse cursor must be updated.

Return value

1 if the mouse cursor has to be updated; otherwise, 0.

void engine.app.setMouseCursorSkinCustom ( Image image ) #

Sets a custom image to be used for the mouse cursor.

Arguments

  • Image image - Image containing pointer shapes to be set for the mouse cursor (e.g., select, move, resize, etc.).

void engine.app.setMouseCursorSkinSystem ( ) #

Sets the current OS cursor skin (pointer shapes like select, move, resize, etc.).

void engine.app.setMouseCursorSkinDefault ( ) #

Sets the default Engine cursor skin (pointer shapes like select, move, resize, etc.).

void engine.app.setMouseCursorCustom ( Image image, int x = 0, int y = 0 ) #

Sets a custom image for the OS mouse cursor. The image must be of the square size and RGBA8 format.
Source code (UnigineScript)
engine.app.setMouseCursorCustom(new Image("textures/my_cursor.png"));
// show the OS mouse pointer
engine.app.setMouseShow(1);

Arguments

  • Image image - Cursor image to be set.
  • int x - X coordinate of the cursor's hot spot.
  • int y - Y coordinate of the cursor's hot spot.

void engine.app.clearMouseCursorCustom ( ) #

Clears the custom mouse cursor set via the setMouseCursorCustom() method.

void engine.app.updateMouseCursor ( ) #

Updates the mouse cursor. This method should be called after making changes to the mouse cursor to apply them all together. After calling this method the cursor shall be updated in the next frame.

int engine.app.dialogMessage ( string title, string message ) #

Displays a message dialog with the specified title and text.

Arguments

  • string title - Title of the message dialog to be displayed.
  • string message - Message text to be displayed.

Return value

1 if the message is displayed successfully; otherwise, 0.

int engine.app.dialogWarning ( string title, string warning ) #

Displays a warning dialog with the specified title and text.

Arguments

  • string title - Title of the warning dialog to be displayed.
  • string warning - Warning message text to be displayed.

Return value

1 if the message is displayed successfully; otherwise, 0.

int engine.app.dialogError ( string title, string error ) #

Displays an error dialog with the specified title and text.

Arguments

  • string title - Title of the error dialog to be displayed.
  • string error - Error message text to be displayed.

Return value

1 if the message is displayed successfully; otherwise, 0.

int engine.app.showSystemDialog ( SystemDialog dialog ) #

Displays a custom system dialog with an arbitrary set of buttons.

Arguments

Return value

number of the dialog button clicked by the user; or -1 if an error has occurred.

string engine.app.dialogOpenFolder ( string path ) #

Opens a common dialog enabling the user to specify a folder to open. When the dialog opens the specified default path shall be set displaying the corresponding elements.

Arguments

  • string path - Path to be set by default when the dialog opens.

Return value

Resulting folder name specified by the user.

string engine.app.dialogOpenFolder ( ) #

Opens a common dialog enabling the user to specify a folder to open.

Return value

Resulting folder name specified by the user.

string engine.app.dialogOpenFile ( string path, string filter ) #

Opens a common dialog enabling the user to specify a filename to open a file. When the dialog opens the specified default path and file filter shall be set displaying the corresponding elements.

Arguments

  • string path - Path to be set by default when the dialog opens.
  • string filter - File name filter string to be set by default when the dialog opens. This filter string determines file type choices to be displayed in the Files of type box.

Return value

Resulting filename specified by the user.

string engine.app.dialogOpenFile ( string path ) #

Opens a common dialog enabling the user to specify a filename to open a file. When the dialog opens the specified default path shall be set displaying the corresponding elements.

Arguments

  • string path - Path to be set by default when the dialog opens.

Return value

Resulting filename specified by the user.

string engine.app.dialogOpenFile ( ) #

Opens a common dialog enabling the user to specify a filename to open a file.

Return value

Resulting filename specified by the user.

string engine.app.dialogSaveFile ( string path, string filter ) #

Opens a common dialog enabling the user to specify a filename to save a file as. When the dialog opens the specified default path and file filter shall be set displaying the corresponding elements.

Arguments

  • string path - Path to be set by default when the dialog opens.
  • string filter - File name filter string to be set by default when the dialog opens. This filter string determines file type choices to be displayed in the Save as file type or Files of type box.

Return value

Resulting filename specified by the user.

string engine.app.dialogSaveFile ( string path ) #

Opens a common dialog enabling the user to specify a filename to save a file as. When the dialog opens the specified default path shall be set displaying the corresponding elements.

Arguments

  • string path - Path to be set by default when the dialog opens.

Return value

Resulting filename specified by the user.

string engine.app.dialogSaveFile ( ) #

Opens a common dialog enabling the user to specify a filename to save a file as.

Return value

Resulting filename specified by the user.

void engine.app.setExternalWindowFocused ( int focused ) #

Sets a value indicating whether some external window of the application is currently focused. SDL handles messages only from its own window. When the focus is switched to another window created, for example, by the Interface plugin which handles all its events, the main window stops responding. In such a case you can tell the main window that another external window of the application is focused (e.g., Interface plugin's window).

Arguments

  • int focused - 1 to tell the application that some of its external windows is focused; otherwise, 0.

int engine.app.isExternalWindowFocused ( ) #

Returns a value indicating whether some external window of the application is currently focused. SDL handles messages only from its own window. When the focus is switched to another window created, for example, by the Interface plugin which handles all its events, the main window stops responding. In such a case you can tell the main window that another external window of the application is focused (e.g., Interface plugin's window).

Return value

1 if some external window of the application is focused; otherwise, 0.
Last update: 2021-12-13
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