This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::EngineWindowViewport Class

Header: #include <UnigineWindowManager.h>
Inherits from: EngineWindow

The class to create and manage window viewports: setting cameras, specifying engine tools available (console, profiler, visualizer, etc.), add widgets to the client area.

To create an engine window viewport, use one of the class constructors:

Source code (C++)
// create an engine window of the specified size with the specified name
EngineWindowViewportPtr window = EngineWindowViewport::create("New window", 580, 300);

Then you can specify behavior of the window viewport and add widgets to its client area:

Source code (C++)
// set the window viewport as the main one
window->setMain(true);

// enable the console, profiler and visualizer for the window viewport
window->setConsoleUsage(true);
window->setProfilerUsage(true);
window->setVisualizerUsage(true);

// add widgets to the client area
window.AddChild(WidgetLabel::create(window->getSelfGui(), String::format("This is %s window.", window->getTitle())));
window.AddChild(WidgetButton::create(window->getSelfGui(), window->getTitle()), Gui::ALIGN_CENTER);

EngineWindowViewport Class

Members


EngineWindowViewport ( const Math::ivec2 & size, int flags = 0 ) #

Constructor. Creates the window viewport of the specified size with the specified flags.

Arguments

  • const Math::ivec2 & size
  • int flags - Mask containing window flags.

EngineWindowViewport ( int width, int height, int flags = 0 ) #

Constructor. Creates the window viewport of the specified size with the specified flags.

Arguments

  • int width - Window width.
  • int height - Window height.
  • int flags - Mask containing window flags.

EngineWindowViewport ( const char * window_title, int width, int height, int flags = 0 ) #

Constructor. Creates the window viewport of the specified size with the specified title and flags.

Arguments

  • const char * window_title - The title of the window, in UTF-8 encoding.
  • int width - Window width.
  • int height - Window height.
  • int flags - Mask containing window flags.

Ptr<Viewport> getViewport ( ) const#

Returns the window viewport.

Return value

The window viewport.

void setCamera ( const Ptr<Camera> & camera ) #

Sets the camera the image from which is rendered to the engine window. This value has a higher priority over the main camera flag.

Arguments

Ptr<Camera> getCamera ( ) const#

Returns the camera the image from which is rendered to the engine window. This value has a higher priority over the main camera flag.

Return value

The camera the image from which is rendered to the engine window.

void setMain ( bool main ) #

Sets the window as the main window in order to use its size in logic, render from the main player into it, grab controls, etc.
Notice
There may be several windows that are set as main, or no main windows at all.

Arguments

  • bool main - true to set the window as the main window, otherwise false.

bool isMain ( ) const#

Returns a value indicating if this window is the main window (its size is used in logic, image from the main player is rendered into it, controls are grabbed, etc.)
Notice
There may be several windows that are set as main, or no main windows at all.

Return value

true if the window is the main window, otherwise false.

void setConsoleUsage ( bool usage ) #

Enables and disables display of the console for the window currently in focus.

Arguments

  • bool usage - true to display the console for the window in focus, false to disable it.

bool isConsoleUsage ( ) const#

Returns the value indicating if the console is displayed for the window currently in focus.

Return value

true if the console is displayed for the window in focus, otherwise false.

void setProfilerUsage ( bool usage ) #

Enables and disables the profiler display for the viewport of the window currently in focus.

Arguments

  • bool usage - true to enable the profiler display for the window in focus, false to disable it.

bool isProfilerUsage ( ) const#

Returns the value indicating if the profiler is displayed for the window currently in focus.

Return value

true if the profiler is displayed for the window in focus, otherwise false.

void setVisualizerUsage ( bool usage ) #

Enables and disables the visualizer display for the window currently in focus.

Arguments

  • bool usage - true to enable the visualizer display for the window currently in focus, false to disable it.

bool isVisualizerUsage ( ) const#

Returns the value indicating if the visualizer is displayed for the window currently in focus.

Return value

true if the visualizer is displayed for the window currently in focus, otherwise false.

void setSkipRenderEngine ( bool engine ) #

Disables the Engine rendering for the current window (even if it has the main camera flag or the user camera set). This doesn't disable the Gui instance, so widgets and the console remain available.

Arguments

  • bool engine - true to disable rendering, false to enable it.

bool isSkipRenderEngine ( ) const#

Returns the value indicating whether the Engine rendering is disabled.

Return value

true if the Engine rendering is disabled; otherwise, false.

bool isFullscreen ( ) const#

Returns the value indicating if the window is in a fullscreen state. A nested window will be withdrawn from the group if set to fullscreen.

Return value

true if the engine window is the fullscreen state, false if it is in the window mode.

void disableFullscreen ( ) #

Disables the fullscreen mode for the window in the fullscreen mode and sets the focus to this window. States and positions of other windows are restored.
Notice
This method can't be applied to nested windows.

bool enableFullscreen ( int display = -1, int mode = -1 ) #

Enables the specified fullscreen mode for the specified display. The states of other displayed windows are stored in order to restore their states and positions when the fullscreen mode is disabled. A nested window will be withdrawn from the group if set to fullscreen.

Arguments

  • int display - Display index.
  • int mode - Index of the mode supported by the display.

Return value

true if the specified fullscreen mode has been enabled for the specified display; otherwise, false.

void setMouseGrab ( bool value ) #

Sets a value indicating if the mouse pointer is bound to the engine window viewport.
Notice
This method can be applied to a separate or parent window, using this method for a nested window is not allowed.

Arguments

  • bool value - true if the pointer cannot leave the engine window viewport, otherwise false.

bool isMouseGrab ( ) const#

Returns a value indicating if the mouse pointer is bound to the engine window viewport.
Notice
This method can be applied to a separate or parent window, for nested windows, it returns false.

Return value

true if the pointer cannot leave the engine window viewport, otherwise false.

void addChild ( const Ptr<Widget> & widget, int flags = -1 ) #

Adds the specified widget as a child to the client area of the engine window.

Arguments

  • const Ptr<Widget> & widget - Child widget to be added.
  • int flags - Widget flags: one of the ALIGN_* pre-defined variables. This is an optional parameter.

void removeChild ( const Ptr<Widget> & widget ) #

Removes the specified widget from the engine window.

Arguments

  • const Ptr<Widget> & widget - Child widget to be removed.

Ptr<Widget> getChild ( int index ) const#

Returns the child widget by its index.

Arguments

  • int index - Widget index.

Return value

Child widget.

int getNumChildren ( ) const#

Returns the total number of children widgets of the engine window.

Return value

The total number of children widgets.

bool isChild ( const Ptr<Widget> & widget ) const#

Checks if the argument widget is the child of the current window viewport.

Arguments

Return value

true if the widget is the child of the current window viewport; otherwise, false.
Last update: 23.06.2023
Build: ()