This page has been translated automatically.
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine::EditorLogic Class

Header:#include <UnigineLogic.h>

The 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()

A callback on world reloading and clearing nodes list.

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

1 if the editor is destroyed successfully; otherwise, 0.

int init()

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

Return value

1 if the editor is initialized successfully; otherwise, 0.

void materialUpdated(const char * material_name)

A callback called on material updating.

Arguments

  • const char * material_name - Material name.

void nodeAdded(NodePtr node)

A callback called on node adding.
Source code (C++)
void nodeAdded(const NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The node my_node has been added\n");
	}
}

Arguments

  • NodePtr node - A smart pointer to the node.

void nodeReleased(const NodePtr & node)

A callback called on node releasing.
Source code (C++)
void nodeReleased(const NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The node my_node has been released\n");
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the node.

void nodeRemoved(const NodePtr & node)

A callback called on node removing.
Source code (C++)
void nodeRemoved(const NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The node my_node has been removed\n");
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the node.

void nodeRenamed(const NodePtr & node, const char * old_name)

A callback called on node renaming.
Source code (C++)
void nodeRenamed(const NodePtr &node, const char *old_name) override {
	if (old_name == "my_node") {
		Log::message("The node my_node has been renamed\n");
		Log::message("The new name of the node is %s\n",node->getName());
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the node.
  • const char * old_name - Old name of the renamed node.

void nodeReordered(const NodePtr & node)

A callback called on node reordering.
Source code (C++)
void nodeReordered(const NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The node my_node is reordered\n");
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the node.

void nodeReparented(const NodePtr & node)

A callback called on node reparenting.
Source code (C++)
void nodeReparented(conat NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The parent of the node my_node has been changed\n");
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the node.

void nodesUpdated(const Vector<NodePtr> & nodes)

A callback called on nodes updated.

Arguments

  • const Vector<NodePtr> & nodes - Vector of nodes.

void nodeUpdated(const NodePtr & node)

A callback called on node updating.
Source code (C++)
void nodeUpdated(conat NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("The node my_node has been updated\n");
	}
}

Arguments

  • const NodePtr & node - A smart pointer to the 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

1 if there were no errors during the editor rendering; otherwise, 0.

int shutdown()

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

Return value

1 if the editor shutdown is performed successfully; 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

1 if there were no errors during the editor update; 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

1 if there were no errors during the world initialization; 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

1 if there were no errors during the world saving; 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

1 if there were no errors during the world shutdown; otherwise, 0.
Last update: 2017-07-03
Build: ()