Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes

Unigine::EditorLogic Class

Header:#include <UnigineLogic.h>

EditorLogic class is used to control the logic of the editor. Methods of this class are called after corresponding methods of the editor script.

EditorLogic class methods are called only if the UnigineEditor is loaded.

EditorLogic Class

Members


void clear()

int destroy()

Engine calls this function when the video mode is changed or the application is restarted (i.e. video_restart is called). It is used to reinitialize the graphics context. Similar to the editor script's destroy() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int init()

Engine calls this function on editor initialization. Similar to the editor script's init() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

void nodeAdded(NodePtr node)

Arguments

  • NodePtr node

void nodeReleased(NodePtr node)

Arguments

  • NodePtr node

void nodeRemoved(NodePtr node)

Arguments

  • NodePtr node

void nodesUpdated(const Vector<NodePtr> & nodes)

Arguments

  • const Vector<NodePtr> & nodes

void nodeUpdated(NodePtr node)

Arguments

  • NodePtr node

int render()

Engine calls this function before rendering each render frame when editor is loaded. Similar to the editor script's render() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int shutdown()

Engine calls this function on editor shutdown. Similar to the editor script's shutdown() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int update()

Engine calls this function before updating each render frame when editor is loaded. Similar to the editor script's update() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int worldInit()

Engine calls this function on world initialization when editor is loaded. This function is similar to the editor script's worldInit() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int worldSave()

Engine calls this function on world save when editor is loaded. Similar to the editor script's worldSave() function.

Return value

Returns 1 if there were no errors; otherwise, 0.

int worldShutdown()

Engine calls this function on world shutdown when editor is loaded. Similar to the editor script's worldShutdown() function.

Return value

Returns 1 if there were no errors; otherwise, 0.
Last update: 2017-07-03