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:
// 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:
// 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
Ptr<Viewport> getViewport() const#
Returns the current window viewport.
Return value
Current window viewport.void setCamera ( const Ptr<Camera>& camera ) #
Sets a new camera the image from which is rendered to the engine window viewport. This value has a higher priority over the main camera flag.
Arguments
Ptr<Camera> getCamera() const#
Returns the current camera the image from which is rendered to the engine window viewport. This value has a higher priority over the main camera flag.
Return value
Current camera the image from which is rendered to the engine window.void setMain ( bool main ) #
Sets a new value indicating if the window is set as the main window in order to use its size in logic, render from the main player into it, grab controls, etc.
There may be several windows that are set as main, or no main windows at all.
Arguments
- bool main - Set true to enable the window as the main window; false - to disable it.
bool isMain() const#
Returns the current value indicating if the window is set as the main window in order to use its size in logic, render from the main player into it, grab controls, etc.
There may be several windows that are set as main, or no main windows at all.
Return value
true if the window as the main window; otherwise false.void setConsoleUsage ( bool usage ) #
Sets a new value indicating if the console is displayed for the window currently in focus.
Arguments
- bool usage - Set true to enable the console display for the window currently in focus; false - to disable it.
bool isConsoleUsage() const#
Returns the current value indicating if the console is displayed for the window currently in focus.
Return value
true if the console display for the window currently in focus is enabled; otherwise false.void setProfilerUsage ( bool usage ) #
Sets a new value indicating if the profiler is displayed for the window currently in focus.
Arguments
- bool usage - Set true to enable the profiler display for the window currently in focus; false - to disable it.
bool isProfilerUsage() const#
Returns the current value indicating if the profiler is displayed for the window currently in focus.
Return value
true if the profiler display for the window currently in focus is enabled; otherwise false.void setVisualizerUsage ( bool usage ) #
Sets a new value indicating if the visualizer is displayed for the window currently in focus.
Arguments
- bool usage - Set true to enable the visualizer display for the window currently in focus; false - to disable it.
bool isVisualizerUsage() const#
Returns the current value indicating if the visualizer is displayed for the window currently in focus.
Return value
true if the visualizer display for the window currently in focus is enabled; otherwise false.void setSkipRenderEngine ( bool engine ) #
Sets a new value indicating whether the Engine rendering for the current window is disabled (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 Engine rendering; false to enable it.
bool isSkipRenderEngine() const#
Returns the current value indicating whether the Engine rendering for the current window is disabled (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.
Return value
true to disable Engine rendering; false to enable it.bool isFullscreen() const#
Returns the current value indicating if the engine window is the 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 setMouseGrab ( bool grab ) #
Sets a new value indicating if the mouse pointer is bound to the engine window viewport.
This method can be applied to a separate or parent window, using this method for a nested window is not allowed (it returns false).
Arguments
- bool grab - Set true to enable the pointer cannot leave the engine window viewport; false - to disable it.
bool isMouseGrab() const#
Returns the current value indicating if the mouse pointer is bound to the engine window viewport.
This method can be applied to a separate or parent window, using this method for a nested window is not allowed (it returns false).
Return value
true if the pointer cannot leave the engine window viewport; otherwise false.int getNumChildren() const#
Returns the current total number of children widgets of the engine window.
Return value
Current total number of children widgets of the engine window.Event<const Ptr<EngineWindowViewport> &> getEventCustomRender() const#
Subscribing to this event makes the engine stop rendering the scene to this viewport — using this approach you may implement your own rendering to the viewport. You can subscribe to events via
connect()
and unsubscribe via
disconnect(). You can also use
EventConnection
and
EventConnections
classes for convenience (see examples below).
The event handler signature is as follows: myhandler(For more details see the Event Handling article.
Return value
Event reference.static EngineWindowViewportPtr create ( const Math::ivec2 & size, int flags = 0 ) #
Constructor. Creates the window viewport of the specified size with the specified flags.Arguments
static EngineWindowViewportPtr create ( 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.
static EngineWindowViewportPtr create ( 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.
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.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 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
Ptr<Widget> getChild ( int index ) #
Returns the child widget by its index.Arguments
- int index - Widget index.
Return value
Child widget.bool isChild ( const Ptr<Widget> & widget ) #
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:
19.04.2024
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