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
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
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
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы

Unigine::Plugins::Wall Class

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Sim SDK edition to use it.
Header: #include <plugins/Unigine/Wall/UnigineWall.h>

This set of functions is available when the Wall plugin is loaded. This plugin allows rendering Unigine viewport into the configurable number of windows.

Notice
Wall plugin cannot be used in a Qt-based application

If the plugin is loaded together with the engine, the HAS_WALL definition is set. This definition can be used, for example, to avoid errors if the plugin is not loaded: the code in which the plugin functions are executed can be wrapped around as follows:

Source code (UnigineScript)
#ifdef HAS_WALL
	// engine.wall functions
#endif

See also#

Wall Class

Members


Ptr<Gui> getGui ( int x, int y ) #

Returns a GUI instance to draw interface on the specified monitor.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

GUI instance.

int getWallHeight ( ) const#

Returns the number of Wall monitors in a vertical column (how many rows of monitors there are).

Return value

Number of Wall monitors.

int getPrimaryX ( ) const#

Returns the number of the monitor in a horizontal row, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a horizontal row.

int getPrimaryY ( ) const#

Returns the number of the monitor in a vertical column, which is the primary and can render GUI, wireframe and other additional information.

Return value

Monitor number in a vertical column.

int getWallWidth ( ) const#

Returns the number of Wall monitors in a horizontal row.

Return value

Number of Wall monitors.

int isEnabled ( int x, int y ) const#

Returns a value indicating if the specified Wall monitor is enabled for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Return value

Returns 1 if the monitor is enabled for rendering; otherwise, 0.

void setEnabled ( int x, int y, int enable ) #

Enables the specified Wall monitor for viewport rendering.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.
  • int enable - 1 to enable the monitor for rendering; 0 to disable it.

void setPrimary ( int x, int y ) #

Sets the monitor to be the primary display that can render GUI, wireframe and other additional information.

Arguments

  • int x - Monitor number in a horizontal row.
  • int y - Monitor number in a vertical column.

Ptr<Camera> getCamera ( int x, int y ) #

Returns the camera from the specified monitor.

Arguments

  • int x - Column of the monitor.
  • int y - Row of the monitor.

Return value

Camera smart pointer.

void setCamera ( int x, int y, const Ptr<Camera> & camera ) const#

Copies the camera from the specified monitor to the provided camera.

Arguments

  • int x - Column of the monitor.
  • int y - Row of the monitor.
  • const Ptr<Camera> & camera - Camera smart pointer.
Last update: 15.03.2023
Build: ()