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tlp::GlLayer Class Reference

#include <GlLayer.h>

Collaboration diagram for tlp::GlLayer:

List of all members.

Public Member Functions


Detailed Description

Layer class A layer is an entity with a camera and a GlComposite Layers are used with GlScene : you can add a layer to a scene and a scene can have many layers You have two constructor for GlLayer : one with a camera pointer and one without The constructor without camera pointer create a layer with a new camera and delete this camera at the destruction The constructor with camera pointer create a layer and use the camera pointer but you have the responsibility of camera destruction


Constructor & Destructor Documentation

tlp::GlLayer::GlLayer ( const std::string &  name,
bool  workingLayer = false 
)

Layer constructor : construct a layer with his name A new camera is created for this layer and this camera will be deleted in the GlLayer destructor

tlp::GlLayer::GlLayer ( const std::string &  name,
Camera camera,
bool  workingLayer = false 
)

Layer constructor : construct a layer with his name and use the camera : camera You have the responsibility of camera destruction

tlp::GlLayer::~GlLayer ( )

Destructor


Member Function Documentation

void tlp::GlLayer::acceptVisitor ( GlSceneVisitor visitor)

function used by visitors to visit this layer

void tlp::GlLayer::addGlEntity ( GlSimpleEntity entity,
const std::string &  name 
)

Add an entity to GlComposite of the layer

void tlp::GlLayer::clear ( ) [inline]

Remove all entities of the layer Entities are not deleted

void tlp::GlLayer::deleteGlEntity ( const std::string &  key)

Remove entity with name : key This entity is not deleted

void tlp::GlLayer::deleteGlEntity ( GlSimpleEntity entity)

Remove entity This entity is not deleted

GlSimpleEntity* tlp::GlLayer::findGlEntity ( const std::string &  key)

Return entity with name : key

Camera& tlp::GlLayer::getCamera ( ) [inline]

Return the layer's camera

GlComposite* tlp::GlLayer::getComposite ( ) [inline]

Return the GlComposite used by the layer

std::map<std::string, GlSimpleEntity*>* tlp::GlLayer::getDisplays ( )

Return the map of layer's entities

std::string tlp::GlLayer::getName ( ) [inline]

Return the layer's name

GlScene* tlp::GlLayer::getScene ( ) [inline]

Return the scene where the layer is

void tlp::GlLayer::getXML ( xmlNodePtr  rootNode)

Return the layer's data in XML

bool tlp::GlLayer::isAWorkingLayer ( ) [inline]

return if this layer is a working layer this property doesn't change the layer, but for example working layers are not displayed in LayerManagerWidget

bool tlp::GlLayer::isVisible ( ) [inline]

Return if the layer is visible

void tlp::GlLayer::set2DMode ( )

Replace the layer's camera with a new 2D one

void tlp::GlLayer::setCamera ( const Camera camera)

Set the layer's camera GlLayer now use a copy of the camera parameters

void tlp::GlLayer::setScene ( GlScene scene) [inline]

Set the scene where the layer is

void tlp::GlLayer::setSharedCamera ( Camera camera)

Set the layer's camera GlLayer now use camera parameters and you have the resposibility of camera destruction

void tlp::GlLayer::setVisible ( bool  visible)

Set if the layer is visible

void tlp::GlLayer::setWithXML ( xmlNodePtr  rootNode)

Set the layer's data with XML

bool tlp::GlLayer::useSharedCamera ( ) [inline]

return if this layer use a shared camera



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