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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

engine.wall 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.
Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.

This set of functions is available when the AppWall plugin is loaded. This plugin allows rendering Unigine viewport into the configurable number of windows.

Notice
AppWall plugin cannot be used in a Qt-based application

If the plugin is loaded together with the engine, the HAS_APP_WALL definition is set. This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:

Source code (UnigineScript)
#ifdef HAS_APP_WALL
	// engine.wall functions
#endif

See also#

AppWall Class

Members


Gui engine.wall.getGui ( int x, int y ) #

Returns a GUI instance to draw interface on the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

GUI instance.

int engine.wall.getWallHeight ( ) #

Returns the number of AppWall monitors in a vertical column (how many rows of monitors there are).

Return value

Number of AppWall monitors.

int engine.wall.getPrimaryX ( ) #

Returns the number of the monitor in a horizontal row, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a horizontal row.

int engine.wall.getPrimaryY ( ) #

Returns the number of the monitor in a vertical column, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a vertical column.

int engine.wall.getWallWidth ( ) #

Returns the number of AppWall monitors in a horizontal row.

Return value

Number of AppWall monitors.

int engine.wall.isEnabled ( int x, int y ) #

Returns a value indicating if the specified AppWall monitor is enabled for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

Returns 1 if the monitor is enabled for rendering; otherwise, 0.

void engine.wall.setEnabled ( int x, int y, int enable ) #

Enables the specified AppWall monitor for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int enable - 1 to enable the monitor for rendering; 0 to disable it.

void engine.wall.setPrimary ( int x, int y ) #

Sets the monitor to be the primary display that can render GUI, wireframe and other additional information.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
Last update: 2021-12-13
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