Unigine::Engine Class
Header: | #include <UnigineEngine.h> |
The Engine class is required for the engine initialization and executing the main loop of the program. Also, you can get the engine startup options through this class.
The InitParameters structure provides the way to set the following parameters to initialize a new Engine instance:.
Parameter | Description |
---|---|
window_title | Title of the window. |
window_icon_path | Path to the window icon. |
app_path | Path to a directory where binary executable file is stored. |
home_path | Path to the user's home directory. |
project | Project name. |
password | Password for the filesystem archives. |
app | Instance of the CustomApp class. |
Engine Class
Enums
BUILD_CONFIG#
Engine build configuration.Name | Description |
---|---|
BUILD_CONFIG_DEBUG = 0 | Debug build configuration. |
BUILD_CONFIG_DEVELOPMENT = 1 | Development build configuration. |
BUILD_CONFIG_RELEASE = 2 | Release build configuration. |
CALLBACK_INDEX#
PRECISION#
Engine precision type.Name | Description |
---|---|
PRECISION_PRECISION_FLOAT = 0 | Float precision type. |
PRECISION_PRECISION_DOUBLE = 1 | Double precision type. |
Members
Engine * get ( ) #
Returns a pointer to the existing engine instance.Return value
Pointer to the existing engine.const char * getAppPath ( ) #
Returns the path to a directory where binary executable file is stored.Return value
Path to a directory where binary executable file is stored.const char * getArg ( int num ) const#
Returns a command line argument by its index.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.virtual float getArgf ( int num ) const =0#
Returns a command line argument by its index converted to a floating point value.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.virtual int getArgi ( int num ) const =0#
Returns a command line argument by its index converted to an integer value.Arguments
- int num - Index of the command line argument.
Return value
Command line argument.Engine::BUILD_CONFIG getBuildConfiguration ( ) #
Returns the current Engine build configuration.Return value
Current build configuration. One of the BUILD_CONFIG_ values.const char * getCachePath ( ) #
Returns a path to a directory where cached files will be stored.Return value
Path to the directory with cached files.const char * getDataPath ( ) #
Returns a path to the -data_pathdirectory specified at the engine startup.Return value
Path to the data directory.const char * getLibraryModulePath ( ) #
Returns a path to the Engine's dynamic library file.Return value
Path to the Engine's dynamic library file.virtual bool isDone ( ) const =0#
Returns the done flag on engine quit.Return value
true if engine is quitting; otherwise, false.const char * getEditorCache ( ) const#
Returns a path to the editor script cache file.Return value
Path to the editor script cache.int getEditorFunction ( const char * name, int num_args ) const#
Returns the editor function identifier.Arguments
- const char * name - Name of the editor script function.
- int num_args - Number of editor script function arguments.
Return value
The editor script function identifier.bool isEditorFunction ( const char * name, int num_args ) const#
Returns a value indicating if the editor script function exists.Arguments
- const char * name - Name of the editor script function.
- int num_args - Number of editor script function arguments.
Return value
true if the editor script function exists; otherwise, false.virtual void * getEditorInterpreter ( ) const =0#
Returns a pointer to the editor interpreter.Return value
Pointer to the editor interpreter.virtual bool isEditorInterpreter ( ) const =0#
Returns a value indicating if the function is called from the editor script.Return value
true if the function is called from the editor script; otherwise, false.virtual bool isEditorLoaded ( ) const =0#
Returns a value indicating if the editor script is loaded.Return value
true if the editor script is loaded; otherwise, false.EditorLogic * getEditorLogic ( int num ) const#
Returns the registered EditorLogic instance by its number.Arguments
- int num - Number of the EditorLogic instance.
Return value
EditorLogic instance.const char * getEditorScript ( ) #
Returns a path to the editor script (provided by the -editor_scriptcommand line argument).Return value
Path to the editor script.void setEditorVariable ( const char * name, const Variable & v ) #
Sets the editor script variable by its name.Arguments
- const char * name - Name of the editor script variable.
- const Variable & v - Value of the editor script variable.
const Variable & getEditorVariable ( const char * name ) const#
Returns the editor script variable by its name.Arguments
- const char * name - Name of the world script variable.
Return value
Value of the editor script variable.bool isEditorVariable ( const char * name ) const#
Returns a value indicating if the editor script variable exists.Arguments
- const char * name - Name of the editor script variable.
Return value
true if the editor script variable exists; otherwise, false.String getError ( ) #
Returns the system error message.Return value
The system error message of the current frame, if there is one; otherwise an empty string.const char * getExternDefine ( ) const#
Returns the external definitions specified on the application start-up.Return value
The list of external definitions.const char * getFeatures ( ) #
Returns the list of features (like OpenGL, Direct3D, Microprofile, Geodetic, etc.).Return value
The list of features (like OpenGL, Direct3D, Microprofile, Geodetic, etc.).static const char * getVersion ( ) #
Returns the Engine version info.Return value
Engine version info.bool isMainThread ( ) #
Checks if the current thread is main.Return value
true if the current thread is main; otherwise, false.const char * getArg ( int num ) #
Returns the command-line argument by its index.Arguments
- int num - Index of the argument
Return value
Command-line argumentint getNumEditorLogics ( ) const#
Returns the number of registered EditorLogic instances.Return value
Number of EditorLogic instances.int getNumPluginPaths ( ) #
Returns the number of paths to directories with plugins specified via -plugin_pathcommand-line option.Return value
Number of the specified paths to directories with plugins.int getNumPlugins ( ) const#
Returns the number of loaded plugins.Return value
Number of plugins.int getNumSystemLogics ( ) const#
Returns the number of registered SystemLogic instances.Return value
Number of SystemLogic instances.int getNumWorldLogics ( ) const#
Returns the number of registered WorldLogic instances.Return value
Number of WorldLogic instances.SingletonClass * getPlugin ( const char * name ) #
Returns the loaded plugin interface.Arguments
- const char * name - Name of the loaded plugin.
Return value
Interface of the loaded plugin, if it exists; otherwise, nullptr.virtual void * getPluginData ( int num ) const =0#
Returns the loaded plugin data.Arguments
- int num - Index of the loaded plugin.
Return value
Data of the loaded plugin, if it exists; otherwise, 0.virtual Plugin * getPluginInterface ( int num ) const =0#
Returns the loaded plugin interface.Arguments
- int num - Index of the loaded plugin.
Return value
Interface of the loaded plugin, if it exists; otherwise, 0.const char * getPluginName ( int num ) const#
Returns the name of the loaded plugin by its index.Arguments
- int num - Index of the loaded plugin.
Return value
Loaded plugin name.int getPluginOrder ( int num ) const#
Returns the execution order of the loaded plugin by its index.Arguments
- int num - Index of the loaded plugin.
Return value
Loaded plugin execution order.const char * getPluginPath ( int num ) const#
Returns a path to a plugin directory specified via -plugin_path.Arguments
- int num - Plugin path number in the row of the specified plugin paths.
Return value
Path to a plugin directory.float getPresentTime ( ) #
Returns the total time spent on waiting for the GPU after all calculations on the CPU are completed. See the Profiler article for details.Return value
Time value, in milliseconds.Engine::PRECISION getPrecision ( ) #
Returns the Unigine Engine precision type.Return value
Precision type.float getRenderTime ( ) #
Returns the time value, required to prepare all data to be rendered in the current frame and feed rendering commands from the CPU to the GPU. See the Profiler article for details.Return value
Rendering time value, milliseconds.const char * getSavePath ( ) #
Returns a path to a directory where a default configuration file, saved files and screenshots will be stored.Return value
Path to a directory with the default configuration file, saved files, etc.const char * getSoundApp ( ) const#
Returns the current sound API.Return value
Sound API used.const char * getSystemCache ( ) const#
Returns a path to the system script cache.Return value
Path to the system script cache.int getSystemFunction ( const char * name, int num_args ) const#
Returns the system function identifier.Arguments
- const char * name - Name of the system script function.
- int num_args - Number of system script function arguments.
Return value
System script function identifier.bool isSystemFunction ( const char * name, int num_args ) const#
Checks whether the system script function exists.Arguments
- const char * name - Name of the system script function.
- int num_args - Number of system script function arguments.
Return value
true if the system script function exists; otherwise, false.virtual void * getSystemInterpreter ( ) const =0#
Returns a pointer to the system interpreter.Return value
Pointer to the system interpreter.virtual bool isSystemInterpreter ( ) const =0#
Checks if the function is called from the system script.Return value
true when the function is called from the system script; otherwise, false.virtual SystemLogic * getSystemLogic ( int num ) const =0#
Returns the registered SystemLogic instance by the given number.Arguments
- int num - Number of the SystemLogic instance.
Return value
SystemLogic instance.const char * getSystemScript ( ) #
Returns a path to the system script.Return value
Path to the system script.void setSystemVariable ( const char * name, const Variable & v ) #
Sets a system script variable by a name.Arguments
- const char * name - Name of the system script variable.
- const Variable & v - Value of the system script variable.
const Variable & getSystemVariable ( const char * name ) const#
Returns the system script variable by its name.Arguments
- const char * name - Name of the system script variable.
Return value
System script variable.bool isSystemVariable ( const char * name ) const#
Checks whether a system script variable exists.Arguments
- const char * name - Name of the system script variable.
Return value
true if the system script variable exists; otherwise, false.float getTotalTime ( ) #
Returns the total time that both rendering and calculating of the frame took (the duration of the main loop in the application execution sequence). Includes update, render, swap and wait GPU.Return value
Total time value, milliseconds.float getTotalCPUTime ( ) #
Returns the total CPU time taken to perform calculations for the frame (the duration of the main loop in the application execution sequence). Includes update, render and swap.Return value
Total CPU time value, milliseconds.float getUpdateTime ( ) #
Returns the duration of the update phase, during which the objects are prepared for their collision response to be calculated.Return value
The update phase duration value, milliseconds.const char * getVideoApp ( ) #
Returns a graphics API used for rendering.Return value
Graphics API used for rendering.int getWorldFunction ( const char * name, int num_args ) const#
Returns the world script function identifier.Arguments
- const char * name - Name of the world script function.
- int num_args - Number of world script function arguments.
Return value
World script function identifier.bool isWorldFunction ( const char * name, int num_args ) const#
Returns value indicating if the world script function exists.Arguments
- const char * name - Name of the world script function.
- int num_args - Number of world script function arguments.
Return value
true if the world script function exists; otherwise, false.virtual void * getWorldInterpreter ( ) const =0#
Returns a pointer to the world interpreter.Return value
Pointer to the world interpreter.virtual bool isWorldInterpreter ( ) const =0#
Returns a value indicating if the function is called from the world script.Return value
true if the function is called from the world script; otherwise, false.virtual bool isWorldLoaded ( ) const =0#
Returns a value indicating if the world script is loaded.Return value
true if the world script is loaded; otherwise, false.virtual WorldLogic * getWorldLogic ( int num ) const =0#
Returns the registered WorldLogic instance by its number.Arguments
- int num - Number of the WorldLogic instance.
Return value
WorldLogic instance.void setWorldVariable ( const char * name, const Variable & v ) #
Sets a world script variable by its name.Arguments
- const char * name - Name of the world script variable.
- const Variable & v - Value of the world script variable.
const Variable & getWorldVariable ( const char * name ) const#
Returns a world script variable by its name.Arguments
- const char * name - Name of the world script variable.
Return value
World script variable.bool isWorldVariable ( const char * name ) const#
Returns a value indicating if the world script variable exists.Arguments
- const char * name - Name of the world script variable.
Return value
true if the world script variable exists; otherwise, false.bool addEditorLogic ( EditorLogic * logic ) #
Adds an EditorLogic instance to the engine runtime.Arguments
- EditorLogic * logic - EditorLogic instance.
Return value
true if the EditorLogic instance has been added successfully; otherwise, false.virtual bool addPlugin ( Plugin * plugin ) =0#
Adds a plugin to engine runtime by using a pointer to this plugin.Arguments
- Plugin * plugin - Plugin pointer.
Return value
true if the plugin ha been added successfully; otherwise, false.bool addPlugin ( const char * name ) #
Adds a plugin to engine runtime by its name.Arguments
- const char * name - Plugin name.
Return value
true if the plugin has been added successfully; otherwise, false.bool addSystemLogic ( SystemLogic * logic ) #
Adds a SystemLogic instance to Engine runtime.Arguments
- SystemLogic * logic - SystemLogic instance.
Return value
true if the SystemLogic instance has been added successfully; otherwise, false.bool addWorldLogic ( WorldLogic * logic ) #
Adds a WorldLogic instance to the engine runtime.Instances of the WorldLogic class should not be added while the world is loaded and the world script is being executed (as you can't change a world script while the world is loaded). In such a case the init() method shall not be called if the WorldLogic is added before opening the world.
Arguments
- WorldLogic * logic - WorldLogic instance.
Return value
true if the WorldLogic instance has been added successfully; otherwise, false.void dialogError ( const char * title ) #
Displays a dialog window with errors set using the error() function.Arguments
- const char * title - Title to be displayed in the error window.
void dialogMessage ( const char * title ) #
Displays a dialog window with the last message set using the message() function.Arguments
- const char * title - Title to be displayed in the message window.
int findPlugin ( const char * name ) const#
Searches the index of the loaded plugin by its name.Arguments
- const char * name - Name of the plugin.
Return value
Index of the plugin if it is found, or -1 otherwise.Engine * init ( int argc, char ** argv, const char * project, const char * password ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- int argc - Number of command line arguments.
- char ** argv - Array of command line arguments values.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( int argc, wchar_t ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance.Arguments
- int argc - Number of command line arguments.
- wchar_t ** argv - Array of command line arguments values.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( const char * window_title, int argc, char ** argv, const char * project, const char * password ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- const char * window_title - Title to be set for the application window.
- int argc - Number of command line arguments.
- char ** argv - Array of command line arguments values.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( const char * window_title, int argc, wchar_t ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance.Arguments
- const char * window_title - Title to be set for the application window.
- int argc - Number of command line arguments.
- wchar_t ** argv - Array of command line arguments values.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, int argc, wchar_t ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- int argc - Number of command line arguments.
- wchar_t ** argv - Array of values of command line arguments (a wide-character string).
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, int argc, char ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- int argc - Number of command line arguments.
- char ** argv - Array of values of command line arguments.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, const char * window_title, const char * app_path, const char * home_path, int argc, wchar_t ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- const char * window_title - Title to be set for the application window.
- const char * app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- const char * home_path - Path to the user's home directory.
- int argc - Number of command line arguments.
- wchar_t ** argv - Array of values of command line arguments (a wide-character string).
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, const char * app_path, const char * home_path, int argc, wchar_t ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- const char * app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- const char * home_path - Path to the user's home directory.
- int argc - Number of command line arguments.
- wchar_t ** argv - Array of values of command line arguments (a wide-character string).
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, const char * window_title, const char * app_path, const char * home_path, int argc, char ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- const char * window_title - Title to be set for the application window.
- const char * app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- const char * home_path - Path to the user's home directory.
- int argc - Number of command line arguments.
- char ** argv - Array of values of command line arguments.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.Engine * init ( CustomApp * app, const char * app_path, const char * home_path, int argc, char ** argv, const char * project = 0, const char * password = 0 ) #
Initializes a new engine instance to be used with an external graphics application, which is stored at the specified path.Arguments
- CustomApp * app - Pointer to the graphics CustomApp class.
- const char * app_path - Path to a directory where binary executable file is stored. Pass the 0 value to ignore this parameter.
- const char * home_path - Path to the user's home directory.
- int argc - Number of command line arguments.
- char ** argv - Array of values of command line arguments.
- const char * project - Project name. If this parameter is set, it forces the engine to store rewritable data (such as log file, cache files, config files) in user profile rather than in a directory with binaries. Notice that only the project name is required to pass in for this parameter, not the full path to the project. If there is no need to change location of such files, pass the 0 value.
- const char * password - Password for the filesystem archives. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password. Notice that the specified password must be the same as for the project archive (if it exists). Pass the 0 value if you do not need to set a password.
Return value
Pointer to the new engine instance.void main ( SystemLogic * system, WorldLogic * world, EditorLogic * editor ) #
Engine main loop. Replaces the following commands:while (isDone() == 0) {
update();
render();
swap();
}
while (!IsDone) {
Update();
Render();
Swap();
}
Arguments
- SystemLogic * system - A SystemLogic instance.
- WorldLogic * world - A WorldLogic instance.
- EditorLogic * editor - An EditorLogic instance.
bool removeEditorLogic ( EditorLogic * logic ) #
Removes an EditorLogic instance from engine runtime.Arguments
- EditorLogic * logic - An EditorLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.virtual bool removePlugin ( Plugin * plugin ) =0#
Removes a plugin by using a pointer to this plugin.Arguments
- Plugin * plugin - Plugin pointer to remove.
Return value
true if the plugin has been removed successfully; otherwise, false.bool removeSystemLogic ( SystemLogic * logic ) #
Removes a SystemLogic instance from engine runtime.Arguments
- SystemLogic * logic - A SystemLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.bool removeWorldLogic ( WorldLogic * logic ) #
Removes a WorldLogic instance from engine runtime.Instances of the WorldLogic class should not be removed while the world is loaded and the world script is being executed (as you can't change a world script while the world is loaded). In such a case the shutdown() method shall not be called if the WorldLogic is removed before closing the world.
Arguments
- WorldLogic * logic - A WorldLogic instance.
Return value
true if the instance has been removed successfully; otherwise, false.virtual void render ( ) =0#
Engine rendering function. This function must be called every frame.virtual const Variable & runEditorFunction ( const Variable & name ) =0#
Runs the editor script function by its name. The target function can receive up to 8 arguments.Arguments
- const Variable & name - Name of the editor script function.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0 ) #
Runs the editor script function by its name. The target function must receive 1 argument.Arguments
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1 ) #
Runs the editor script function by its name. The target function must receive 2 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the editor script function by its name. The target function must receive 3 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Runs the editor script function by its name. The target function must receive 4 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the editor script function by its name. The target function must receive 5 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the editor script function by its name. The target function must receive 6 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the editor script function by its name. The target function must receive 7 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the editor script function by its name. The target function must receive 8 arguments.Arguments
- const Variable & name - Name of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
Editor script function return value.virtual const Variable & runEditorFunction ( const Variable & name, const Variable * args, int num_args ) =0#
Runs the editor script function by its name.Arguments
- const Variable & name - Name of the editor script function.
- const Variable * args - Pointer to editor script function arguments.
- int num_args - Number of editor script function arguments.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id ) #
Runs the editor script function by its id. The target function can receive up to 8 arguments.Arguments
- int id - ID of the editor script function.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable * args, int num_args ) #
Runs the editor script function by its id.Arguments
- int id - ID of the editor script function.
- const Variable * args - Pointer to editor script function arguments.
- int num_args - Number of editor script function arguments.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0 ) #
Runs the editor script function by its name. The target function must receive 1 argument.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1 ) #
Runs the editor script function by its name. The target function must receive 2 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the editor script function by its name. The target function must receive 3 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Runs the editor script function by its name. The target function must receive 4 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the editor script function by its name. The target function must receive 5 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the editor script function by its name. The target function must receive 6 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the editor script function by its name. The target function must receive 7 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
Editor script function return value.const Variable & runEditorFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the editor script function by its name. The target function must receive 8 arguments.Arguments
- int id - ID of the editor script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
Editor script function return value.virtual const Variable & runSystemFunction ( const Variable & name ) =0#
Runs the system script function by its name. The target function can receive up to 8 arguments.Arguments
- const Variable & name - Name of the system script function.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0 ) #
Runs the system script function by its name. The target function must receive 1 argument.Arguments
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1 ) #
Runs the system script function by its name. The target function must receive 2 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the system script function by its name. The target function must receive 3 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Runs the system script function by its name. The target function must receive 4 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the system script function by its name. The target function must receive 4 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the system script function by its name. The target function must receive 6 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the system script function by its name. The target function must receive 7 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
System script function return value.const Variable & runSystemFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the system script function by its name. The target function must receive 8 arguments.Arguments
- const Variable & name - Name of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
System script function return value.virtual const Variable & runSystemFunction ( const Variable & name, const Variable * args, int num_args ) =0#
Runs system script function by its name.Arguments
- const Variable & name - Name of the system script function.
- const Variable * args - Pointer to system script function arguments.
- int num_args - Number of system script function arguments.
Return value
System script function return value.const Variable & runSystemFunction ( int id ) #
Runs the system script function by its id. The target function can receive up to 8 arguments.Arguments
- int id - ID of the system script function.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable * args, int num_args ) #
Runs system script function by its id.Arguments
- int id - ID of the system script function.
- const Variable * args - Pointer to system script function arguments.
- int num_args - Number of system script function arguments.
const Variable & runSystemFunction ( int id, const Variable & a0 ) #
Runs the system script function by its id. The target function must receive 1 argument.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1 ) #
Runs the system script function by its id. The target function must receive 2 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the system script function by its id. The target function must receive 3 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Runs the system script function by its id. The target function must receive 4 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the system script function by its id. The target function must receive 5 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the system script function by its id. The target function must receive 6 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the system script function by its id. The target function must receive 7 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
System script function return value.const Variable & runSystemFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the system script function by its id. The target function must receive 8 arguments.Arguments
- int id - ID of the system script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
System script function return value.virtual const Variable & runWorldFunction ( const Variable & name ) =0#
Runs the world script function by its name. The target function can receive up to 8 arguments.Arguments
- const Variable & name - Name of the world script function.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0 ) #
Runs the world script function by its name. The target function must receive 1 argument.Arguments
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0 ) #
Runs the world script function by its identifier. The target function must receive one argument.Arguments
- int id - Identifier of the world script function.
- const Variable & a0 - Argument
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1 ) #
Runs the world script function by its name. The target function must receive 2 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the world script function by its name. The target function must receive 3 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Runs the world script function by its name. The target function must receive 4 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the world script function by its name. The target function must receive 5 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the world script function by its name. The target function must receive 6 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the world script function by its name. The target function must receive 8 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
World script function return value.const Variable & runWorldFunction ( const Variable & name, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the world script function by its name. The target function must receive 8 arguments.Arguments
- const Variable & name - Name of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
World script function return value.virtual const Variable & runWorldFunction ( const Variable & name, const Variable * args, int num_args ) =0#
Runs the world script function by its name.Arguments
- const Variable & name - Name of the world script function.
- const Variable * args - Pointer to world script function arguments.
- int num_args - Number of world script function arguments.
Return value
World script function return value.const Variable & runWorldFunction ( int id ) #
Runs the world script function by its id.Arguments
- int id - ID of the world script function.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable * args, int num_args ) #
Runs the world script function by its id.Arguments
- int id - ID of the world script function.
- const Variable * args - Pointer to world script function arguments.
- int num_args - Number of world script function arguments.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1 ) #
Runs the world script function by its id. The target function must receive 2 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2 ) #
Runs the world script function by its id. The target function must receive 3 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3 ) #
Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
Return value
World script function return value.Runs the world script function by its id. The target function must receive 4 arguments.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4 ) #
Runs the world script function by its id. The target function must receive 5 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5 ) #
Runs the world script function by its id. The target function must receive 6 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6 ) #
Runs the world script function by its id. The target function must receive 7 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
Return value
World script function return value.const Variable & runWorldFunction ( int id, const Variable & a0, const Variable & a1, const Variable & a2, const Variable & a3, const Variable & a4, const Variable & a5, const Variable & a6, const Variable & a7 ) #
Runs the world script function by its id. The target function must receive 8 arguments.Arguments
- int id - ID of the world script function.
- const Variable & a0 - First argument.
- const Variable & a1 - Second argument.
- const Variable & a2 - Third argument.
- const Variable & a3 - Fourth argument.
- const Variable & a4 - Fifth argument.
- const Variable & a5 - Sixth argument.
- const Variable & a6 - Seventh argument.
- const Variable & a7 - Eighth argument.
Return value
World script function return value.void shutdown ( ) #
Deletes the pointer to the existing engine instance.virtual void swap ( ) =0#
Engine swap buffers function. This function must be called every frame.virtual void update ( ) =0#
Engine update function. This function must be called every frame.bool isEvaluation ( ) const#
Returns a value indicating if the current version of the Engine is for evaluation only.Return value
true if the evaluation version of the Engine is used; otherwise, false.int64_t getFrame ( ) #
Returns the number of the current engine frame.Return value
Engine frame number.void * addCallback ( Engine::CALLBACK_INDEX callback, CallbackBase * func ) #
Adds a callback for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
- CallbackBase * func - Callback pointer.
Return value
ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.bool removeCallback ( Engine::CALLBACK_INDEX callback, void * id ) #
Removes the specified callback from the list of callbacks for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
- void * id - Callback ID obtained when the callback is added.
Return value
True if the callback with the given ID was removed successfully; otherwise false.void clearCallbacks ( Engine::CALLBACK_INDEX callback ) #
Clears all added callbacks for the specified stage of the execution sequence. Callback functions can be used to get access to WorldLogic::update(), node update, GUI (and callback) update, WorldLogic::postUpdate() within the main loop.Arguments
- Engine::CALLBACK_INDEX callback - Stage of the execution sequence for which a callback is to be added. One of the CALLBACK_* variables.
The _BEGIN prefix corresponds to the beginning of the execution sequence step, _END — to its completion.
Engine * init ( int argc, char** argv ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- int argc - Number of command line arguments.
- char** argv - Array of command line arguments values.
Return value
Pointer to the new engine instance.Engine * init ( int argc, wchar_t** argv ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- int argc - Number of command line arguments.
- wchar_t** argv - Array of command line arguments values.
Return value
Pointer to the new engine instance.Engine * init ( const InitParameters& init_parameters, int argc, char** argv ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- const InitParameters& init_parameters - Structure of initializing parameters.
- int argc - Number of command line arguments.
- char** argv - Array of command line arguments values.
Return value
Pointer to the new engine instance.Engine * init ( const InitParameters& init_parameters, int argc, wchar_t** argv ) #
Initializes a new engine instance to be used with an external graphics application.Arguments
- const InitParameters& init_parameters - Structure of initializing parameters.
- int argc - Number of command line arguments.
- wchar_t** argv - Array of command line arguments values.
Return value
Pointer to the new engine instance.Last update:
2021-12-13
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