This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Event Handling

When writing your application logic, one of the biggest challenges you're likely to face is connecting the various changing elements in a way that works. For example, making a character move, jump, or adding up the score can be relatively easy to do on its own. But connecting all things that happen in your game or application without making it confusing to work with can be very challenging.

The Event System enables you to create application logic that is executed when an event is triggered during the application execution. It allows objects to subscribe one or more of their own functions to a subject's event. Then, when the subject triggers the event, the objects' functions are called in response. Such functions are also known as event handlers.

The Event System features the following:

  • Strict type checking for signatures: you can see how many and which exactly arguments an event handler function requires.
  • Compile-time checking: it ensures that argument types match event types, preventing runtime errors.
  • Simple subscription/unsubscription to events with lambda functions with no need to perform internal type conversions.
  • Automatic event unsubscription.
  • Temporary event deactivation: particular events can be temporarily disabled to perform specific actions without triggering them.
  • Batch management: you can unsubscribe from several subscriptions in a single function call.

Events#

An event is represented by the abstract Event class. It serves as an interface for interaction with the event. Typically, you get this interface via a reference as Event<args...>, where args represents a list of arguments the event will pass to a handler function.

For example, Body.EventPosition returns the event with the following signature:

Source code (C#)
Event<Body>

It means the handler function must receive an argument of the same type when connected with the event.

Emulating Events#

Sometimes, it is necessary to emulate events. For custom events, you can use the EventInvoker.Run() function that receives the same arguments as the event and invokes its handler functions.

The following example shows how to create your event and then run it when necessary:

Source code (C#)
class MyEventClass
{
	public Event<int> MyEvent { get { return my_event; } }

	public void RunEvent()
	{
		num_runs++;
		my_event.Run(num_runs);
	}

	private int num_runs = 0;
	private EventInvoker<int> my_event = new EventInvoker<int>();
};

static void Main(string[] args)
{
	MyEventClass my_class = new MyEventClass();

	my_class.MyEvent.Connect(
		(int n) =>
		{
			System.Console.WriteLine("n = {0}", n);
		}
	);

	my_class.RunEvent();
	my_class.RunEvent();
}

The existing events that are implemented for built-in objects and available through API can be emulated using the corresponding RunEvent*() methods (without having to use EventInvoker.Run()). For example, to emulate the Show event for a widget, call Widget.RunEventShow().

Source code (C#)
widget.RunEventShow();

Event Handlers#

The event handler functions can receive no more than 5 arguments.

In addition, the Event System performs strict type checking for handler function signatures: you can subscribe to the event only if the types of the function arguments match the event types. For example, in the case of the event with a single int argument, you are only able to link it with a handler that also accepts a single integer argument. Even if the types can be implicitly converted (as in the example), subscribing is not permitted.

Source code (C#)
Event<int> event; // event signature
void on_event(int a); 	// types match, subscription is allowed
void on_event(long a); 	// type mismatch, no subscription

This restriction also applies to the in, out, and ref modifiers. For instance, when the event type is a user class with no modifiers:

Source code (C#)
Event<MyClass> event;
void on_event(MyClass a);		// types match, subscription is allowed
void on_event(out MyClass a);	// type mismatch
void on_event(in MyClass a);	// type mismatch

Discarding Arguments#

In most cases, not all arguments passed to the handler function by the event are necessary. So, events allow for discarding unnecessary arguments when functions subscribe to them. You can only discard one argument at a time, starting with the last one. For example, the following handler functions can subscribe to the event:

Source code (C#)
// the event
Event<int, float, string, vec3, MyClass> event;

// the event handlers with discarded arguments
on_event(int a, float b, string s, vec3 v, MyClass c);
on_event(int a, float b, string s, vec3 v);
on_event(int a, float b, string s);
on_event(int a, float b);
on_event(int a);
on_event();

Receiving Additional Arguments#

To receive an additional user argument in the handler function, you need to add the required argument to the end of the handler arguments list and pass its value to the Connect() function.

Source code (C#)
class UserClass
{
	{ /* ... */ }
};

static EventInvoker<int, float> my_event = new EventInvoker<int, float>();

void on_event_0(int a, float b, int my_var) { /* ... */ }

void on_event_1(int a, float b, UserClass c) { /* ... */ }

void on_event(float f, string str) { /* ... */ }

static MyClass my_class = new MyClass();

static void Main(string[] args)
{
	// pass the value of the additional "my_var" argument to the handler function
	my_event.Connect(on_event_0, 33);
	// pass the value of the additional "c" argument to the handler function
	my_event.Connect(on_event_1, my_class);
	// discard the int and float handler arguments, add the custom float and const char* and pass them to connect()
	my_event.Connect(on_event, 33.3f, "test");

	return 0;
}

Subscribing to Events#

For convenience, the Event System provides the EventConnection and EventConnections classes that allow simple event subscription/unsubscription. Let's go through them in detail.

Single Subscription with EventConnection#

The EventConnection class keeps a connection between an event and its handler. You can subscribe to events via the Event.Connect() function and unsubscribe via Event.Disconnect():

  • The Connect() function receives the handler function as an argument. It returns EventConnection that can be used to unsubscribe from the event. The number of the Connect() function arguments may vary.
  • The Disconnect() function receives the handler function as an argument.

For example, to set the connection between the event and the static handler function, you can implement the following:

Source code (C#)
static EventInvoker<int, float> my_event = new EventInvoker<int, float>();

// a static handler function
static void on_event(int a, float b) { /*...*/ }

static void Main(string[] args)
{
	// connect the handler function with the event
	EventConnection connection = my_event.Connect(on_event);
}

You can temporarily turn the event off to perform specific actions without triggering it.

Source code (C#)
// disable the event
my_event.Enabled = false;

/* perform some actions */

// and enable it again
my_event.Enabled = true;

Moreover, you can toggle individual connections on and off, providing flexibility when working with events.

Source code (C#)
EventConnection connection = my_event.Connect(on_event);
/* ... */

// disable the connection
connection.Enabled = false;

/* perform some actions */

// and enable it back when necessary
connection.Enabled = true;

Later, you can unsubscribe from the event in one of the following ways:

  • By using the handler function:

    Source code (C#)
    // break the connection by using the handler function
    my_event.Disconnect(on_event);
  • By using EventConnection:

    Source code (C#)
    // break the connection by using EventConnection
    connection.Disconnect()

If the handler function is a class method, you should create a class instance, subscribe to the event, and unsubscribe later as follows:

Source code (C#)
class MyClass
{
	public void on_event(int a, float b) { /*...*/ }
}

static EventInvoker<int, float> my_event = new EventInvoker<int, float>();

static void Main(string[] args)
{
    MyClass obj = new MyClass();

	// connect the handler function with the event
	EventConnection connection = my_event.Connect(obj.on_event);

	/* ... */

	// break the connection by using the handler function later
	my_event.Disconnect(obj.on_event);
}

Multiple Subscriptions with EventConnections#

The EventConnections class is a container for the EventConnection instances. Multiple subscriptions to a single event or different events can be linked to a single EventConnections instance.

For example, you can create multiple subscriptions to a single event as follows:

Source code (C#)
EventConnections connections = new EventConnections();

static EventInvoker my_event = new EventInvoker();

// event handlers
void on_some_event_0() { Log.Message("\Handling the 1st event\n"); }
void on_some_event_1() { Log.Message("\Handling the 2nd event\n"); }

void init()
{
	// add two handlers for the event
	// and link it to an EventConnections instance to remove a pack of subscriptions later
	my_event.Connect(connections, on_some_event_0);
	my_event.Connect(connections, on_some_event_1);
}

Also, you can create multiple subscriptions to different events:

Source code (C#)
EventConnections connections = new EventConnections();

static EventInvoker my_event_0 = new EventInvoker();
static EventInvoker my_event_1 = new EventInvoker();

// event handlers
void on_some_event_0() { Log.Message("\Handling the 1st event\n"); }
void on_some_event_1() { Log.Message("\Handling the 2nd event\n"); }

void init()
{
	// subscribe for events with handlers to be executed when the events are triggered;
	// here multiple subscriptions are linked to a single EventConnections class instance
	my_event_0.Connect(connections, on_some_event_0);
	my_event_1.Connect(connections, on_some_event_1);
}

Later all of these linked subscriptions can be removed with a single line:

Source code (C#)
// break the connection by using EventConnections
// all instances of EventConnection will be removed from the EventConnections container
connections.DisconnectAll();

Using Lambda Functions#

You can pass a lambda function as an argument to the Connect() function to handle the event: there is no need to perform internal type conversions. All features available for the handler functions are also applicable to lambda functions, except additional arguments.

Source code (C#)
class MyClass
{
};

static EventInvoker<int, float> my_event = new EventInvokerlt;int, float>();

static void Main(string[] args)
{
	EventConnection connection = my_event.Connect(
		(int a, float b) =>
		{
			System.Console.WriteLine("a = {0}, b = {1}", a, b);
		},
	);

	connection = my_event.Connect(
		(int a) =>
		{
			System.Console.WriteLine("a = {0}", a);
		},
	);

	connection = my_event.Connect(
		(int a, string s) =>
		{
			System.Console.WriteLine("a = {0}, s = {1}", a, s);
		},
		"my string"
	);

	connection = my_event.Connect(
		(int a, float b, string s) =>
		{
			System.Console.WriteLine("a = {0}, b = {1}, s = {2}", a, b, s);
		},
		"test"
	);

	my_event.Run(3, 33.0f);
}

See more examples of practical use of lambda functions below.

Using Predefined Events#

Some Unigine API members have several predefined events that can be handled in specific cases. The following chapters showcase the practical use of the concepts described above.

Triggers#

Triggers are used to detect changes in nodes position or state. Unigine offers three types of built-in triggers:

Here is a simple NodeTrigger usage example. The event handlers are set via pointers specified when subscribing to the following events: EventEnabled and EventPosition.

Source code (C#)
private NodeTrigger trigger;
private ObjectMeshStatic obj;

// the position event handler
void position_event_handler(NodeTrigger trigger)
{
	Log.Message("Object position has been changed. New position is: {0}\n", trigger.WorldPosition.ToString());
}
// the enabled event handler
void enabled_event_handler(NodeTrigger trigger)
{
	Log.Message("The enabled event handler is {0}\n", trigger.Enabled);
}

private void Init()
{

	// create a mesh
	Mesh mesh = new Mesh();
	mesh.AddBoxSurface("box_0", new vec3(1.0f));
	// create a node (e.g. an instance of the ObjectMeshStatic class)
	obj = new ObjectMeshStatic("core/meshes/box.mesh");
	// change material albedo color
	obj.SetMaterialParameterFloat4("albedo_color", new vec4(1.0f, 0.0f, 0.0f, 1.0f), 0);
	// create a trigger node
	trigger = new NodeTrigger();
	
	// add it as a child to the static mesh
	obj.AddWorldChild(trigger);

	// add the enabled event handler to be executed when the node is enabled/disabled
	trigger.EventEnabled.Connect(enabled_event_handler);
	// add the position event handler to be executed when the node position is changed
	trigger.EventPosition.Connect(position_event_handler);

}

private void Update()
{

	float time = Game.Time;
	Vec3 pos = new Vec3(MathLib.Sin(time) * 2.0f, MathLib.Cos(time) * 2.0f, 0.0f);
	// change the enabled flag of the node
	obj.Enabled = pos.x > 0.0f || pos.y > 0.0f;
	// change the node position
	obj.WorldPosition = pos;

}

And here is an example of WorldTrigger that demonstrates how to subscribe to the Enter event with a corresponding handler and keep this connection to unsubscribe later.

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class EventHandlers : Component
{
		// implement the Enter event handler
		void enter_event_handler(Node node)
		{
			Log.Message("\nA node named {0} has entered the trigger\n", node.Name);
		}
		// implement the Leave event handler
		void leave_event_handler(Node node)
		{
			Log.Message("\nA node named {0} has left the trigger\n", node.Name);
		}
		WorldTrigger trigger;
		EventConnection enter_event_connection;
	
	private void Init()
	{
		// create a world trigger
		trigger = new WorldTrigger(new vec3(3.0f));
		// subscribe for the enter event with a handler to be executed when a node enters the world trigger
		// and keep its connection to be used to unsubscribe when necessary
		enter_event_connection = trigger.EventEnter.Connect(enter_event_handler);
		// add the leave event handler to be executed when a node leaves the world trigger
		trigger.EventLeave.Connect(leave_event_handler);
	}

	private void Update()
	{
	}

	private void Shutdown()
	{
		// removing the subscription for the Enter event by using the connection (enter_event_connection)
		enter_event_connection.Disconnect();
	}
}

Widgets#

The widgets base class Widget allows subscribing to events.

The example below demonstrates how to set a lambda function to handle the widget's Clicked event.

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class EventHandlers : Component
{
	
	private void Init()
	{
		// get the system GUI
		Gui gui = Gui.GetCurrent();

		// create a button widget and set its caption
		WidgetButton widget_button = new WidgetButton(gui, "Press me");

		// rearrange a button size
		widget_button.Arrange();

		// set a button position
		widget_button.SetPosition(10,10);

		// set a lambda function to handle the CLICKED event
		widget_button.EventClicked.Connect(() => Log.Message("Button pressed\n"));

		// add the created button widget to the system GUI
		gui.AddChild(widget_button, Gui.ALIGN_OVERLAP | Gui.ALIGN_FIXED);
	}
}

Physics#

You can track certain events of the physics-related Bodies and Joints:

  • Body.EventFrozen to track an event when a body freezes.
  • Body.EventPosition to track an event when a body changes its position.
  • Body.EventContactEnter to track an event when a contact emerges (body starts touching another body or collidable surface).
  • Body.EventContactLeave to track an event when a contact ends (body stops touching another body or collidable surface).
  • Body.EventContacts to get all contacts of the body including new ones (enter) and the ending ones (leave). Leave contacts are removed after the callback execution stage, so this is the only point where you can still get them.
  • Joint.EventBroken to track an event when a joint breaks.

The following example demostrates how to subscribe to the Body events by using lambda functions and then remove all the event subscriptions for the Body.

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class EventHandlers : Component
{
		EventConnections body_event_connections = new EventConnections();
	
	private void Init()
	{
		// create a box
		ObjectMeshStatic meshStatic = new ObjectMeshStatic("core/meshes/box.mesh");
		meshStatic.Position = new Vec3(0, 0, 5.0f);

		// add a rigid body to the box
		BodyRigid body = new BodyRigid(meshStatic);

		// subscribe for body events by using lambda functions and storing connections to remove them later
		body.EventFrozen.Connect(body_event_connections, b => b.Object.SetMaterialParameterFloat4("albedo_color", new vec4(1.0f, 0.0f, 0.0f, 1.0f), 0));
		body.EventPosition.Connect(body_event_connections, b => b.Object.SetMaterialParameterFloat4("albedo_color", new vec4(0.0f, 0.0f, 1.0f, 1.0f), 0));
		body.EventContactEnter.Connect(body_event_connections, (b, num) => b.Object.SetMaterialParameterFloat4("albedo_color", new vec4(1.0f, 1.0f, 0.0f, 1.0f), 0));

		// add a shape to the body
		ShapeBox shape = new ShapeBox(body, new vec3(1.0f));
	}
	private void Shutdown()
	{
		// removing all previously stored event subscriptions for the body
		body_event_connections.DisconnectAll();
	}
}
Notice
Physics-based events are executed in the main thread, as they are mainly used for creation, destruction or modification of other objects.

Properties#

Events can be used to determine actions to be performed when adding or removing node and surface properties as well as when swapping node properties. Here is an example demonstrating how to track adding a node property via events.

Source code (C#)
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
using Vec3 = Unigine.vec3;
using Vec4 = Unigine.vec4;
using Mat4 = Unigine.mat4;
#endif

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class EventHandlers : Component
{
		void node_property_added(Node n, Property property)
		{
			Log.Message("Property \"{0}\" was added to the node named \"{1}\".\n", property.Name, n.Name);
		}
		void parameter_changed(Property property, int num)
		{
			Log.Message("Parameter \"{0}\" of the property \"{1}\" has changed its value.\n", property.GetParameterPtr(num).Name, property.Name);
		}
		public void property_removed(Property property)
		{
			Log.Message("Property \"{0}\" was removed.\n", property.Name);
		}
	
	private void Init()
	{
		NodeDummy node = new NodeDummy();

		// search for a property named "new_property_0"
		Property property = Properties.FindProperty("new_property_0");
		
		// subscribing for the PropertyNodeAdd event to handle adding a property to a node
		Node.EventPropertyNodeAdd.Connect(node_property_added);

		// add the property named "new_property_0" to the node
		node.AddProperty("new_property_0");
		// subscribing for the ParameterChange event to handle changing property parameter
		property.EventParameterChanged.Connect(parameter_changed);

		// change the value of the "my_int_param" parameter
		property.GetParameterPtr("my_int_param").SetValue(3);
		// inherit a new property named "new_property_1" from the base property "surface_base"
		Properties.FindManualProperty("surface_base").Inherit("new_property_1");

		// subscribing for property removal event
		Properties.EventRemoved.Connect(property_removed);

		// remove the property named "new_property_1"
		Properties.RemoveProperty(Properties.FindProperty("new_property_1").GUID);
	}
}
Last update: 2024-12-13
Build: ()