Name | Summary |
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AppSystemActivity | constructor() |
Name | Summary |
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Companion | object Companion |
Name | Summary |
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componentManager | val componentManager: ComponentManager |
glXFManager | val glXFManager: GLXFManager |
panelRegistrations | val panelRegistrations: <Error class: unknown class><Int, PanelRegistration> |
registeredReceivers | var registeredReceivers: List<<Error class: unknown class>> |
scene | var scene: Scene |
spatialContext | var spatialContext: SpatialContext |
systemManager | val systemManager: SystemManager |
Name | Summary |
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dispatchGenericMotionEvent | open fun dispatchGenericMotionEvent(event: <Error class: unknown class>): Boolean Dispatches a generic motion event to the appropriate game controller. |
dispatchKeyEvent | open fun dispatchKeyEvent(event: <Error class: unknown class>): Boolean Dispatches a key event to the appropriate game controller. |
doFrame | open fun doFrame(frameTimeNanos: Long) Called when a new display frame is being rendered. |
findFeature | inline fun <T : SpatialFeature> findFeature(): T fun <T : SpatialFeature> findFeature(clazz: KClass<T>): T |
getComponentManager | fun getComponentManager(): ComponentManager Returns the singleton component manager for the application. |
getDataModel | fun getDataModel(): DataModel Returns the singleton DataModel for the application. |
getGameControllerDeviceIds | fun getGameControllerDeviceIds(): Set<Int> Returns a set of device IDs for all connected game controllers. |
getSceneObject | fun getSceneObject(): Scene Returns the singleton scene object for the application. |
getSystemManager | fun getSystemManager(): SystemManager Returns the singleton system manager for the application. |
loadLibrary | open fun loadLibrary(name: String) Loads a native C++ library. This method should be called in onCreate(). |
onCreate | open override fun onCreate(savedInstanceState: <Error class: unknown class>?) Called when the activity is first created. Override this lifecycle callback method to do all of your normal static set up: creating views, setting the content view, register Components as well as Systems and etc. You can also perform dynamic setup, such as querying for data and loading it into the view. This will also be called for all activities that are restored to their state when last paused or stopped. If you override this method, be sure to call super.onCreate(). |
onDestroy | open override fun onDestroy() Called when the activity is destroyed. Override this method to perform any final cleanup. If you override this method, be sure to call super.onDestroy() |
onHMDMounted | open fun onHMDMounted() |
onHMDUnmounted | open fun onHMDUnmounted() |
onPause | open fun onPause() Called as part of the activity lifecycle when an activity is going into the background, but has not yet been killed. The counterpart to onResume(). If you override this method, be sure to call super.onPause(). |
onPostResume | open fun onPostResume() Called after activity resume is complete. If you override this method, be sure to call super.onPostResume(). |
onRecenter | open fun onRecenter() This hook is called when the VRActivity is recentered. |
onResume | open fun onResume() Called when the activity will start interacting with the user. If you override this method, be sure to call super.onResume() |
onSceneReady | open override fun onSceneReady() This hook is called on the first onResume(), after the scene is loaded in onCreate(). This is where you should call the scene APIs such as setReferenceSpace to define your scene. If you override this method, be sure to call super.onSceneReady(). |
onSceneTick | open override fun onSceneTick() Called every tick in the application. It is advisable to use this lifecycle callback method sparingly and to create Systems that manage logic in every tick. If you override this method, be sure to call super.onSceneTick(). |
onStart | open fun onStart() Called when the activity is becoming visible to the user. If you override this method, be sure to call super.onStart(). |
onStop | open fun onStop() Called when the app is no longer visible to the user. You will next receive either onRestart(), onDestroy(), or nothing, depending on later user activity. If you override this method, be sure to call super.onStop(). |
onVRPause | open fun onVRPause() This hook is called when the VRActivity switches from immersive to non-immersive mode. It will invoke all the onVRPause() hooks of the registered SpatialFeatures. |
onVRReady | open fun onVRReady() This hook is called when the immersive Spatial application is first loaded or is changed from 2D mode to immersive (VR) mode. It will invoke all the onVRReady() hooks of the registered SpatialFeatures. |
pinGameController | fun pinGameController(deviceId: Int, func: (<Error class: unknown class>?, <Error class: unknown class>?) -> Unit) Pins a game controller with the given device ID and associates it with the given function. |
registerFeatures | open fun registerFeatures(): List<SpatialFeature> Override this method to register your own SpatialFeatures. This is called in onCreate(). |
registerMeshCreator | |
registerPanel | fun registerPanel(panelRegistration: PanelRegistration) |
registerPanels | open fun registerPanels(): List<PanelRegistration> This hook is where you should register your panels. This is called within the onCreate lifecycle. |
registerRequiredOpenXRExtensions | open fun registerRequiredOpenXRExtensions(): List<String> |
registerSystemFeatures | open override fun registerSystemFeatures(): List<SpatialFeature> This hook is where the application registers SystemFeatures such as ToolkitFeature. This is called within the onCreate lifecycle. Note that to register a custom SpatialFeature, override registerFeatures instead. |
runOnMainThread | fun runOnMainThread(runnable: Runnable) This method provides a way to run a Runnable on the activity’s main thread. |
setBaseHref | open fun setBaseHref(baseHref: String) Sets the base href for the application. |
tryFindFeature | inline fun <T : SpatialFeature> tryFindFeature(): T? fun <T : SpatialFeature> tryFindFeature(clazz: KClass<T>): T? |
unpinGameController | fun unpinGameController(deviceId: Int) Unpins a game controller with the given device ID. |
useVolumes | open fun useVolumes(): Boolean |