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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


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.

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 postUpdate ( ) #

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

Return value

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

int render ( const EngineWindowViewportPtr& window ) #

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

Arguments

  • const EngineWindowViewportPtr& window - Target Engine window viewport.

Return value

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

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.

void clear ( ) #

A callback on world reloading and clearing nodes list.

void nodeReparented ( const NodePtr & node ) #

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 nodeReordered ( const NodePtr & node ) #

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

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 nodeShowInEditorChanged ( const NodePtr & node ) #

Callback called on changing displaying in world hierarchy option for a node.
Source code (C++)
void nodeShowInEditorChanged(const NodePtr &node) override {
	if(node->getName() == "my_node") {
		Log::message("Displaying in world hierarchy has changed for the my_node node\n");
	}
}

Arguments

  • const NodePtr & node - Node smart pointer.

void materialAdded ( const UGUID & guid ) #

Callback called on adding a material.

Arguments

void materialRemoved ( const UGUID & guid ) #

Callback called on removing a material.

Arguments

void materialChanged ( const UGUID & guid ) #

Callback called on changing a material.

Arguments

void materialReparented ( const UGUID & guid, const UGUID & old_parent, const UGUID & new_parent ) #

Callback called on changing material's parent.

Arguments

  • const UGUID & guid - Material GUID.
  • const UGUID & old_parent - Old parent material GUID.
  • const UGUID & new_parent - New parent material GUID.

void propertyAdded ( const UGUID & guid ) #

Callback called on adding a property.

Arguments

  • const UGUID & guid - GUID of the property added.

void propertyRemoved ( const UGUID & guid ) #

Callback called on removing a property.

Arguments

  • const UGUID & guid - GUID of the property removed.

void propertyMoved ( const UGUID & guid ) #

Callback called on moving a property.

Arguments

  • const UGUID & guid - GUID of the property moved.

void propertyChanged ( const UGUID & guid ) #

Callback called on changing a property.

Arguments

  • const UGUID & guid - GUID of the property changed.

void propertyReparented ( const UGUID & guid, const UGUID & old_parent, const UGUID & new_parent ) #

Callback called on changing property's parent.

Arguments

  • const UGUID & guid - GUID of the property reparented.
  • const UGUID & old_parent - Old parent property GUID.
  • const UGUID & new_parent - New parent property GUID.

void propertyReplaced ( const UGUID & guid, const UGUID & new_guid ) #

Callback called on replacing a property with another one.

Arguments

  • const UGUID & guid - GUID of the property being replaced.
  • const UGUID & new_guid - GUID of the replacing property.

void materialCompileShadersBegin ( ) #

Callback called on launching shader compilation process.

void materialCompileShadersEnd ( ) #

Callback called on completion of shader compilation process.

void materialCompileShaders ( const MaterialPtr & material, int num ) #

Callback called on completion of shader compilation process.

Arguments

  • const MaterialPtr & material - Current material for which shaders are compiled.
  • int num - Number of remaining remaining materials for which shaders are to be compiled.
Last update: 2023-06-25
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